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[SOURCE: https://minecraft.wiki/w/Tutorial:PvP_(Java_Edition)#Axe_PvP] | [TOKENS: 15918] |
Tutorial:PvP (Java Edition) PvP, an abbreviation of player versus player, refers to multiplayer combat in Minecraft where players fight other players. This guide covers Java Edition PvP in the most modern versions of vanilla Minecraft. For other version-dependent PvP environments, see PvP. Contents PvP terms PvP kit types A kit in PvP is a pre-determined loadout of items. Kits function as PvP gamemodes, and require different skillsets from one another. The following list includes kits that are officially recognised by servers and tier testing, and are thus commonly practiced: PvP equipment A combatant's equipment is an important factor in PvP, as it determines survivability, damage output, and versatility. Having good gear does not guarantee success, as skill is far more impactful in the modern combat system. Becoming familiar with the usecases, strengths, and weaknesses different equipment is an important aspect of PvP. Swords are the best weapon for doing combos, as well as for breaking out of an opponent's combo, due to their high attack speed. While they also have the special ability to do sweep attacks, this is only useful when fighting an opponent's wolves. When all four melee weapons have maxed out enchantments, swords have the highest DPS and the third-highest damage per hit. Axes are essential for their ability to stun shields, and are the second-best weapon for dealing high-damage single hits. When all four melee weapons have maxed out enchantments, axes have the second-highest DPS and the second-highest damage per hit. Tridents can be thrown as a projectile or used to escape threats using the Riptide enchantment. When all four melee weapons have maxed out enchantments, tridents have the lowest DPS and the lowest damage per hit. When all three ranged weapons have maxed out enchantments, tridents are tied with crossbows for the fastest charge time, and have the lowest damage per hit. Maces have the ability to deal devastating smash attacks after falling, and are the best weapon for dealing high-damage single hits due to the Breach enchantment. When all four melee weapons have maxed out enchantments, maces have the third-highest DPS and the highest damage per hit, even without doing smash attacks. Bows are the best ranged weapon for dealing damage, and can also be used to quickly spam uncharged arrows to deal chip damage. They are also the only ranged weapon with access to the Flame enchantment, and are thus essential in Cart PvP for activating TNT minecarts. The Punch enchantment greatly helps with bow spamming, as it increases knockback, making it harder for the enemy to reach the player. When all three ranged weapons have maxed out enchantments, bows have the slowest charge time, the highest damage per hit, and the second-highest DPS. Crossbows are the best ranged weapon for spreading tipped arrow effects, and for the utility of having an instantaneous long-ranged shot that can be used at any time, so long as they have been charged in advance. When all three ranged weapons have maxed out enchantments, crossbows are tied with tridents for the fastest charge time, have the second-highest damage per hit (by use of 7 star firework rockets), and have the highest DPS (Quick Charge III with 7 star firework rockets). Armor is essential to have for PvP, as failure to equip any armor will result in near-instant death. Different armor material types have differing amounts of armor points, armor toughness, and durability. The armor material types with zero armor toughness are extremely frail, and thus require high levels of Protection to be useful. Shields are an essential defensive tool, as they block 100% of melee, ranged, and explosive damage when active, and block in a 180° arc in front of the user. When using a shield, there is a 250ms delay, ping not accounted for, before the shield becomes active. Shields that are in the active state will become stunned for 5 seconds if hit by an axe, regardless of the axe's attack cooldown percentage. The durability loss a shield endures is dependent on the strength of the blocked attack, with attacks dealing 3HP or more taking durability damage equal to the strength of the attack rounded up. They have 336 durability. A combatant should make sure they have a full hunger and saturation. Reaching 20 ( × 10) hunger after eating food causes health to quickly regenerate at the cost of saturation. Health also passively regenerates slowly when hunger is at 16 ( × 8) or above, and stops when below that amount. Additionally, if hunger dips below 6 (), sprinting becomes disabled. The best food types are those that have provide high saturation when consumed. Golden carrots, steak, and porkchops are the food sources with the highest saturation that are still able to stack to 64. Golden apples and enchanted golden apples directly provide Regeneration and Absorption alongside having good saturation, making them the best food types. Blocks are useful for obstructing attackers and making escapes. They are especially useful in tight spaces like tunnels for blocking off a pursuer. They can also be used to pillar up to safety in a fight, at the cost of becoming vulnerable to being knocked off by projectiles. Some blocks have unique properties, such as high blast resistance, flammability, or being openable. Openable blocks such as chests or barrels can be used to counter cobweb or lava users by having them open the block when they try to place cobwebs or lava. Potions apply a variety of useful effects. These effects can strengthen allies and harm enemies when thrown as splash potions. In addition, lingering potions allow for a larger potion radius, but do not deal their effects on impact, and are expensive to brew. Drinking a regular potion takes time and leaves the user open, while splash potions can be used in quick succession. In the middle of a fight, it is most practical to splash them at the user's feet, especially when using splash potions of healing. Lingering potions are useful for either making an area inaccessible for a while or allowing everyone in a team to heal together. Using negative splash potions and lingering potions as throwable projectiles is not advised, as the throwing distance is short and each projectile takes up an entire inventory slot; tipped arrows are optimal for this instead. Ender pearls can be used to escape opponents, allowing the user to heal, or to pursue a fleeing opponent. Ender pearls inflict damage to the user when landing, damage that can be reduced by Protection and Feather Falling. Ender pearls can be used to scale walls, done by placing a block below one's self upon landing into the wall. A ender pearl stasis chamber can be used to teleport out of a dangerous situation if activated remotely. Water buckets can be used to obstruct opponents, buying more time to escape by slowing them down. It can also be used to avoid taking fall damage, destroy cobwebs, put out fires, and travel up walls. Lava buckets can be used to damage and slow opponents, as well as to create small barricades. The Protection enchantment greatly reduces the effectiveness of lava as a damage option, making lava buckets more practical for low-power fights. Redstone can be used to create traps and TNT cannons. Building a trap in a strategic location and luring the opponent into it can be an easy way to win a fight. However, constructing traps or TNT cannons using redstone in the middle of a fight is highly impractical, and thus traps and cannons that are easier to build and do not use redstone are preferred. End crystals can be placed on obsidian or bedrock, and when punched cause an instant powerful explosion. They can also be placed and exploded rapidly, but in order to do full damage and knockback on an opponent, the user must first knock the opponent up near the end crystal, or place the obsidian and crystal as the opponent is midair, for maximum effectiveness. As long as the user is at least 1 block below the exploding end crystals, the user takes little damage from the explosions. Respawn anchors when given a piece of glowstone can be right clicked on for an instant powerful explosion. Unlike end crystals, respawn anchors do not require a block for them to be placed, allowing them to be placed right at an opponent's feet without having to hit them up. However, respawn anchors cannot be activated in rapid succession and cannot be used in the Nether, unlike end crystals. Respawn anchors also pose a higher threat to the player using them than end crystals do, and thus it is recommended to place a block between the user and the respawn anchor before activating it. Beds are the Nether counterpart to respawn anchors, and have the benefit of not requiring a fuel source to activate. TNT can be used to build traps or deter opponents from approaching or chasing. TNT can also be used in specific formations to launch other TNT towards opponents. TNT minecarts can be used offensively in a similar way to respawn anchors, and are activated instantly with a bow enchanted with Flame. The damage of a tnt minecart explosion is influenced by the velocity of the Flame arrow that activated it. Flint and steel can be used to alter the battlefield by setting surfaces on fire. Due to the Protection enchantment, fire damage is largely negligible and is instead useful for the movement disruption inflicted by it. The screen effect incurred from being on fire also obstructs a player's field of view, however this can be circumvented by use of a low-fire resource pack. Fire charges are identical to flint and steel when used as an item, but can also be fired by dispensers. Flint and steel has only 64 durability, and is therefore used up in the same time as a stack of fire charges. However, flint and steel when enchanted with Unbreaking becomes the superior option. Cobwebs slow any player caught in them to a crawl, trapping them and make them easy targets. Ender pearls are the best way to escape from cobwebs, and water buckets can also be used to destroy them. They can also be destroyed with a sword, however being inside a cobweb whilst not being grounded causes mining speed to decrease dramatically, making this a poor escape option. Cobwebs can also be placed on one's self to act as a barricade against attacks, so long as no part of the player is exposed. When held in the offhand, totems protect the player from a lethal hit (except from the void), and grant them temporary Regeneration, Fire Resistance, and Absorption. Totems can be quickly re-equipped by hovering over one in the inventory and pressing the F key to replenish the offhand, or using hotkeys/Shift+Right Click (not rebindable) to replenish the mainhand. A totems of undying only returns your health to 10 at the moment of use, and wipes potion effects. The severity of the screen obstruction that occurs when a totem activates can be reduced with a resource pack. Mining tools allow for modifying the terrain, tunneling away, and destroying defenses. They are most useful when enchanted with Efficiency, as this increases their mining speed. Shears also disarm tripwire traps without triggering them. The elytra can be used to travel long distances at high speed, surprise attack enemies, make quick escapes, and become difficult to hit. Wearing elytra dramatically reduces damage reduction due to taking up the chestplate slot. Having Mending on the elytra, as well as a supply of experience bottles, is recommended for sustained use. Elytra can be used in tandem with a mace to deal smash attacks with better precision and safety, however the elytra must be unequipped the moment the smash attack is dealt for the smash attack to activate. Fireworks can be used to boost with an elytra. Fireworks made with firework stars can be fired as explosive projectiles using a crossbow, with higher star counts resulting in higher explosion damage. Horses can be used to travel around the map quicker, as well as to reach high places using their high jumping. While getting hit on a horse prevents knockback to the rider, horses are not recommended for direct combat. This is because horses have a random chance to be stunned when taking damage, making themselves and their rider vulnerable. They are also quickly killed by attacking players, and are outclassed by elytra for travel. When using a horse, having a supply of hay bales to heal it is recommended. Tamed wolves will aid the player in combat by targeting the last entity that was hit, or the last entity that hit their owner. Meat food types can be used to heal wolves and cause them to breed, making more wolves. Equipping a wolf with wolf armor is highly recommended, as failure to equip wolves with armor causes them to die quickly to attacking players. When using wolves, having a supply of armadillo scutes to repair their armor is recommended. Due to the way wolves jump when attacking targets, they often miss their attacks. This in combination with their low movement speed, damage output, and health pools causes wolves to be poor allies in combat, requiring a large army with status effects for wolves to be useful. Enchantments for PvP Power increases damage dealt by 50% for the first level, and by 25% for each subsequent level. This results in Power V giving a total damage increase of 150%. Breach decreases the effectiveness of a target's armor by 15% per level. This results in Breach IV giving a total armor effectiveness decrease of -60%. Density is a must-have in kits revolving around repeatedly chaining mace smash attacks. However, for kits that do not offer wind charges or an elytra, Density is completely outclassed by Breach. Flame sets the target on fire for 5 seconds per level. This results in Flame I inflicting 5 seconds of burning, dealing 1HP each second for a total of 5HP over time. Burning damage does not take effect when the target is already taking damage from other sources, such as melee/ranged attacks or explosions. Punch increases the amount of horizontal knockback inflicted on the target by 3 blocks per level. This results in Punch II dealing 8.792 blocks of knockback. Knockback is not a recommended enchantment for the majority of PvP kits. The enchantment makes it more difficult to combo in PvP that doesn't have netherite armor, and makes it easier for your opponent to back out of combos even in PvP that does have netherite armor. The Knockback enchantment's only usecases are in Crystal PvP, where Knockback I is used to knock opponents into end crystal explosions when spam clicking, or in netherite SMP PvP, where Knockback 1 can be used to combo more effectively at the cost of combos being easier to back out of. Protection is required in all forms of PvP, as armor without any Protection enchantments is incredibly frail. Having a piece of Blast Protection armor is required in Crystal PvP and Cart PvP, as not having any Blast Protection results in instant death to two crystal explosions even with a totem of undying equipped. Having more than one piece of Blast Protection armor is not recommended, as having only two pieces of Protection armor will result in dying quickly to Strength II-boosted melee weapons. Projectile Protection increases projectile damage resistance 8% per level. This results in a Projectile Protection IV armor piece giving a total projectile damage resistance increase of 32%. Both Fire Protection and Projectile Protection have no usecases for PvP. This is because sacrificing Protection for one of the two is never worth it, regardless of the type of PvP kit. Feather Falling is not mutually exclusive with any other enchantments, so it is always worth having. Thorns is not a recommended enchantment for PvP, as the damage of thorns becomes inconsequential against the Protection enchantment, while still massively harming the sustainability of your armor. In addition to this, when Thorns inflicts damage on the opponent, it will grant them knockback immunity for 0.5 seconds, as all indirect damage sources do, which disrupts combos. Bows are virtually never at risk of breaking in a PvP fight, so Infinity is always preferred over Mending in a PvP environment. Unbreaking is essential to have on armor, as armor durability is a key factor in high-power gear PvP. Excluding shields, it is not as important to have Unbreaking on other items, as they are very unlikely to break from full durability in a PvP fight. Mending, like Unbreaking, is essential to have on armor, as armor durability is a key factor in high-power gear PvP. It is important to omit having Mending on equipment other than armor in a PvP fight, as repairing armor using bottle o' enchanting must take priority over repairing other equipment. Loyalty is not a recommended enchantment for PvP. This is because tridents are poor weapons for damage-dealing, leading to the utility of Riptide being far more useful. Riptide is the main reason to use a trident in PvP, as tridents are poor damage-dealers, resulting in the utility of Riptide being their best usecase. Curse of Vanishing can be useful for preventing opponents from collecting your gear in a team-based PvP fight. Quick Charge is an essential enchantment for crossbows, as it drastically increases their DPS and rate of spreading tipped arrow effects. Spamming arrows with a Quick Charge III crossbow is a viable strategy, as it will repeatedly damage an opponent's armor and make it difficult for them to approach. Piercing is most useful in low-power PvP kits, as the utility of letting a crossbow ignore a shield is very helpful. Piercing also acts as a pseudo-Infinity enchantment that works with tipped arrows, however the arrows have to be picked up again manually. Piercing becomes less useful as gear becomes more powerful, as Multishot begins overshadowing it for the utility of spreading tipped arrow effects when the crossbow itself stops dealing meaningful damage. Multishot is incredibly useful in high-power gear kits for the utility of spreading tipped arrow effects. It also by nature makes it easier to land arrow shots, and drastically increases the effective coverage of shot firework rockets. Status effects for PvP PvP settings It's important to determine the best settings for you. Settings don't improve your fighting skill, rather they make your fights more comfortable. It is discouraged to constantly change your settings to try to find the "perfect" setting that will "magically make you the best". Get settings that don't limit your gameplay and get skilled with them. Having more FPS is incredibly important if you have a low-end system. Tone down most of your graphics, such as setting it to "Fast", turning down your render distance, and turning your FPS cap to unlimited are some examples that can somewhat improve your FPS. Additionally, you can also turn off particle settings as some particles are too obstructive such as the crit particles and totem particles, but this also means you need to listen to your sounds more carefully due to lack of a visual sign that is usually seen in these things. Next are your controls. First, modifying your keybinds is totally up to you. Using the default 1-9 isn't recommended, as the numbers past 4 or 5 are inconvenient to reach. Although using the scroll wheel in your mouse can be helpful, keybinds are faster and more accurate than using the scroll wheel if you become good with your keybinds. Your mouse sensitivity is also dependent on each player and choosing one that you're comfortable with is essential with getting better aim. With a high sensitivity, your crosshair would start becoming shaky and you won't accurately track your opponent as your mouse is too fast, while if your sensitivity is too low, your rotation is too slow, thus you won't be able to track your opponent that moves too much and too fast. Other settings to change are turning Auto-jump to off and turning your sprint to "Toggle". An ideal FOV is any FOV above 80-85, letting you see enough so that enemies can't strafe behind you easily but not making opponents too small if they are at the edge of your reach. Its best to turn off FOV effects as well as Damage Tilt completely, as they cause your screen to warp and shake during fights that makes aiming much harder. Resource packs are optional but sometimes they make your PvP experience more comfortable. Some vanilla textures in the game obstruct your vision too much, such as food, explosion particles, swords, fire, and offhand items, so texture packs reducing the size of those are definitely recommended. While resource packs that function while minimally modifying the vanilla aesthetic are called overlays, one may opt for a resource pack with cosmetic changes, too. Mods are also important and some of these are tailored for PvP combat. Sodium and FPS-increasing mods are incredibly essential and PvP clients like Lunar, Badlion and Feather feature modules that significantly help in combat. PvP locations The location where PvP takes place affects general gameplay and can affect strategies. This is when two players fight in the naturally generated terrain of Minecraft. In this type of fight, players decide on a designated area or may be unexpectedly attacked (underground, caves, cliffs, or strongholds). One can also add custom features into the natural terrain, normally player-built structures. This is PvP that takes place in a unique area or challenge map. Players that are friends may decide to create or use a challenge map that facilitates PvP. The players may choose to divide themselves into multiple groups, enjoy a free-for-all, or any other distribution of players that fight among one another. Players may prefer to build an arena for the sake of organization or aesthetics. A hazard is any area that's dangerous or disadvantageous to be. Most likely its a lava pool, ravine opening, or for a particularly experienced player, even just a wall that's easy to headweb against. In any case, both players want to stay away from it and force the other player into it. When playing around a hazard, strafe around your opponent constantly and stay low to the ground, letting you move more effectively to put them in between you and the hazard. Whether you're successful or not, you'll need to push your opponent back and gain ground. To do this, disable their shield and don't let yours be disabled, at all costs. Use techniques like Shoving to advance forwards consistently without taking much knockback or Uppercutting to gain lots of ground very quickly. If your opponent crits you, Sidesweeps are a viable option (only if you're losing) to run around behind them and flip the scenario on them. PvP context It is important to note the context in which PvP takes place. Friendly PvP is when two or more players agree to PvP for friendly practice and training only. Friendly PvP is great to play on LAN. It is the least hostile option for PvP as it: In organized PvP, players agree on the circumstances of their fight, and then battle. The victor may be agreed to receive anything, from diamonds and emeralds to proven superiority to nothing at all. This type of PvP can be highly competitive and players may need an impartial judge to moderate. This is when someone surprise attacks you without warning, and is mainly common in SMP PvP. If you have better equipment than your attacker, you will likely be able to kill them. At this point, there is no better time to give it your all. Utilize anything and everything at your disposal to destroy your opponent — any method that Minecraft provides, you should exploit. (Combat-logging, hacking, and other out-of-game methods are unacceptable except on select servers.) Always carry extras. You never want to be stuck in battle without a weapon. Therefore, extensive measures must be taken to ensure that equipment can be readily replaced in a fight, such as enchantments, extras, and consistent resupplying. Press any advantages you can, and consider fleeing if you don't think you can win. There's little point in being honorable, and more point to staying alive. Make sure to understand your disadvantage if you are attacked unexpectedly. Your opponent likely has applied potion effects or eaten golden apples in advance, giving them saturation and absorption. To stand a chance against them, you'll need to do the same. Keeping combat healing items, ender pearls or potions on you as well as in your hotbar can save you in those situations. In this type, 2 players spawn in a set map with an arranged set of equipment, thus the name of PvP. Practicing kits are important in learning the basics of PvP. And the kits can also be customizable depending on the server. Minigames are typically played on dedicated minigame servers. Some popular ones include Bedwars (where each player/team has a bed that allows them to respawn if it is undestroyed), and Capture the Flag (where each team tries to steal a banner/wool from the other team). Many other variations of these games, and some more niche minigames, also exist. Each minigame will typically have its own set of rules, as well as a shop or class system (although this is not true for all minigames). To gain experience in this kind of PvP, it is recommended to try different kinds of minigames, and find one/some that you enjoy. Minigames are technically a form of Organized PvP, but are normally on a dedicated server. Melee fundamentals The majority of PvP is melee based combat: using your sword, axe and shield to damage your opponent directly. Swords and axes are the strongest and most damaging non-crystal PvP weapons in the game, apart from maces which are typically restricted to their own gamemode. Choosing your offhand item is an important decision, with the most popular choices being a shield, totem of undying, or food. There are two main avenues and essential concepts for attacking: sprint-knockback attacks and critical hits. There are many techniques and maneuvers you can use in PvP to give yourself a large advantage. This is the next step in complexity in PvP up from just critting and shielding. These are some more complicated and high level techniques. Many of them build off of other techniques and are more useful against better players, used to counter other more basic techniques. Shield fundamentals Shields protect all damage and knockback infront of the user when active, aside from arrows from Piercing crossbows. Shields have 250ms delay between being raised and being active. They are disabled for 5 second when hit by an axe, regardless of the axe's attack cooldown charge. Disabling the opponent's shield is a huge part of SMP kit, giving a 5 second window where they aren't able to protect themselves effectively. To disable a shield, hotkey to your axe and spam click 2-3 times, then immediately swap back to sword. Later in this section are some special ways to disable your opponent's shield to give you an advantage. Don't wait to charge the attacks: axes are inefficient at dealing damage. You can attempt to disable either when you see them put up shield, which requires fast reactions and good hotkeying, or by predicting when they will shield. While fighting, try to watch their shield patterns and learn them so you can predict them in advance. In addition, most players will shield with the following patterns: Be careful when your shield gets disabled. Did you shield in a predictable pattern? They might have learned that pattern. Be careful before repeating it. Once you disable their shield, you have a 5 second window where they cannot block any hits. To take advantage of this, you can use 2 different follow ups. When your own shield is disabled, you are very vulnerable to crit or combo follow ups. By far one of the most effective ways to play while your shield is disabled is KB hit trading. Back away and try to bait your opponent. Trade KB hits with them, holding S after each hit to get too far away from your opponent to be comboed. This is a very slow playstyle and your shield will come back up soon. The reason it works so well is that if your opponent attempts to block your hit with their shield, you can easily either disable it or back away from their hit before they lower their shield, rendering their shield advantage useless. Another trick you can use when your shield is disabled is literally to pearl out and heal. If you can safely get the pearl off, you might avoid a very costly encounter. It might seem sort of hacky or cringe, since you're just running away whenever you're at a disadvantage, but your opponent can't do anything besides cry about it. Don't do this if you are going to get crit out while the pearl is in the air. Here are some shield related techniques you can use. Some of these are very difficult to perform, and some of them delightfully simple, but they can give you a significant edge in getting more effectiveness out of your shield. Ranged fundamentals Bows and crossbows can be used to attack and snipe at a safe distance. Learning how to use bows and crossbows effectively is an important aspect of PvP. There are various styles to shooting such as jump shooting, aiming upward and strafing to the right/left, spamming uncharged shots (bow only). Strafing from left to right when shooting is the optimal way to shoot from mid-range, as it can help you avoid an opponent's shots. To hit a moving target, lead the arrow ahead of them some blocks depending on their distance and ping. Sniping is attempting to hit targets at long range with a bow or crossbow. Done well, sniping can deplete a weak target's health or knock them off a cliff. This tactic by itself can be ineffective if not followed up with melee combat, as shields and healing are certain counters to the exclusive use of bows and crossbows. However as a method to drain your opponent of resources, such as armor durability and food, sniping them can make a difference. At further distances, the level of precision needed to have a good hit rate increases, and the innate randomness value of arrow shots becomes a problem. An 8-degree pitch shot with a bow will hit a target between 47 and 52 meters out, and a 37-degree angle can put shots out to around 120 meters. The pitch of your shot can be viewed using the F3 screen. Generally, aim 1 degree up for every 4 blocks away your target is assuming they're at level ground with you (Pitch = (distance - 18)/4), compensating for their movement appropriately. For example, to hit a target 50 meters away, aim up by 8 degrees. 62 meters away, aim up by 11 degrees. 74 meters away, 14 degrees. If a player is higher than the user, a simple way of compensating is to look them in the face and set that as your zero. This works for relatively flat shots that aren't at an enormous range. If a player is 9 degrees up from the user and appears to be around 60 meters away, a 19.5 degrees pitch is a good approximation of where to aim. Sniping is a skill that becomes feel-based at higher distances, making practice essential. General fundamentals Longer term, overall strategy during fights to make the most out of your PvP skills. This section will detail how to heal yourself properly, win fights when outnumbered, heal your armor, and use your utility items properly. You can heal faster by having high saturation, or by consuming a healing item like a golden apple or a potion of Healing. Foods with high saturation such as golden carrots are preferred as more saturation translates to a longer period of faster healing. Since healing by eating normally takes some time and slows you down you want to do it while sprint jumping away if you can't ender pearl, preferrable after separating from your opponent as well as possible. KB hits, cobwebs, and blocks can all help you get away. If your opponent is healing, make the most of that time. Crit them out to drain them of resources if they are close. If they aren't close enough for you to reach this, do something else such as healing or refilling your hotbar. Just running at your opponent doesn't help you. Its also common for players to KB hit their opponent on the last hit while their opponent is healing. This sets their opponent up for a combo when they finish eating. When you meet with multiple people that have the intent on killing you, the best option is of course run or negotiate for peace. If that's not an option though, you'll need to figure something else out. Utilities are your backup weapons in a fight. The most effective way to use utilities is to have just a couple in your hotbar and become quick and experienced with using them so you can constantly bombard your opponent with effective secondary attacks. In various kits, players are given stacks of bottle o' enchanting to repair their Mending armor. Without proper XP usage, you will waste a significant portion of your XP and your armor will break earlier. Before repairing, make sure to back off way before your armor breaks (preferably when your helmet/boots dips to below 70 durability). Use XP bottles to heal your armor if it gets low. If your shield has mending, all the XP will go to healing your shield, so take off your shield while doing this (shields don't take enough damage to fully break during a fight, normally.) XP bottles heal all your armor evenly, but your armor has different amounts of durability. Your helmet will break while your chestplate still has 1/3 durability. XP bottles only heal armor pieces that you are wearing, though. Take off everything but your helmet and heal it to 100% durability. Now put on your boots and heal them to 80%. Now take them off and heal your leggings to 75%, and then chestplate to 70% durability. Also, make sure you're not too close to your enemy while repairing, since they can get free hits on you, wasting your bottles. Playstyles It's extremely important to know how to play and when. Knowing how to deal more damage than your opponent is necessary, but you have to be able to chain your manuevers and gameplay together to really press your advantages and turn a mess of hitting things into a cohesive playstyle. First we'll examine the two most basic playstyles, playing Defensively or Offensively, and how to counter those playstyles. The most common playstyle in SMPs, a defensive playstyle involves constantly keeping a little between your opponent and playing reactionarily. You will be playing slow and winning by Armor Drain, steadily but surely. This playstyle is very effective against players that seem to have good aim and fast mechanics, but have worse strategy and might be too eager to rush into things. This is how to pull it off using your kit. Defensive players need two things: they need to be able to run away from you, and they need to safely survive to drain your resources. An aggressive playstyle is constantly pushing your opponent, never allowing more than a short break. It mostly relies on being able to play faster than your opponent, making them panic or forcing them into bad decisions. You are often able to drop your opponent when they can't escape your quick damage. It requires strong mechanical skill and versatility with melee mechanics. Aggressive players want to disable your shield and catch you in a bad situation to crit you out. You're gonna need to react to all they're doing and avoid getting dropped at all costs. Minecraft ping is coded differently from other games. The two differences are that you can hit a player when you can hit them on your computer, even if your opponent and the server agree you can't yet, and your knockback is delayed by your ping. If you have 100 ping, you only start taking knockback after the 1/10 a second has passed for your computer to find out you got hit. Fighting Ping: Any opponent that has ping has slower reactions. Strategies like No-KB crits that require immediate counters work very well. Their shield disabling will also be very delayed: you can get away with much more aggressive shield usage. Don't try to combo against ping as much because their knockback is delayed, giving them a window to hit you. If you do, use Silly Circle Hitting or side strafes to make them miss, since laggy players often have more trouble hitting you. Low ping players should play more defensively since they can react very quickly. Using Ping: You are far harder to combo on high ping, since your knockback is literally delayed, giving you an extra window to hit your opponents. Its better to be using an aggressive playstyle. Use the Spacing Techniques detailed earlier in the guide to get in constant extra hits and pcrits before knockback takes place. It's also more difficult for you to be KB hit away, so a crit spammy playstyle is very effective (and annoying) here. PvP misconceptions The world of PvP is vast as it takes place in a sandbox game, giving players many options, and not all of them are good, despite how tempting they may seem. A great way to learn your mistakes is to watch better players play and simply try to notice what's different. Why might they be playing that way or using that item? PvP kit tips Basic tips: Advanced tips: Axe is a very strategic gamemode. Autohitting and backstabbing are of great importance. It's very common to let the opponent disable your shield, autohit them, shoot them with a crossbow to push them away, and run until their shield is back. You need a good understanding of what each player has available to them, and therefore what move they want to make. Baiting your opponent into jumping could get you a free crit, turning the tide of the round. Bowing them near the end of the round when they have no shield might finish them off. At any moment you might only have one opportunity or play to make, and your job is to find it and execute it properly. Now each SMP might have a set of standard rules when it comes to fighting, such as netherite or certain potions being illegal. Even though this is the case, the tips here can still be used on SMPs regardless of their rules. For this kit, we're going to assume that the kit contains fully enchanted netherite armor, 2 netherite swords (one is fully enchanted with Knockback I, while the other doesn't have Knockback), a fully enchanted netherite axe, 2 stacks of gapples, one totem, around 4 stacks of pearls, a fully enchanted shield, 2 stacks of XP bottles and finally copious amounts of Strength II, Speed II and some Fire Resistance (8 minutes) potions. Basic tips: Crystal PvP is using end crystals and respawn anchors to defeat your opponent. End crystals and respawn anchors are capable of one-shotting players in full Protection IV netherite armor, and so it is generally regarded as the most powerful form of PvP. Many survival servers ban or disable these items, and even on those that do, getting large quantities of crystals and anchors can be time consuming and expensive. Crystal PvP is all about being lower than your opponent and setting off your explosives so that they damage them far more than they damage you. Basic tips: Basic tips: Advanced tips: UHC is unique for a reason, that is because of a game mechanic being absent, the ability to heal naturally. This meant that you can't heal on food alone, and you'd need the regen and absorption from golden apples to heal. Aside from that, UHC has a diverse inventory of melee, ranged weapons and utilities that players can use to their advantage. Players must be fast at hotkeying, and scrollwheels won't simply cut it, since hotkeys are more accurate and faster. Second, players must know how to use each utility to their advantage, and must know when to fight defensively to drain or offensively to drop your opponent. Blocks for example, can be used not only to build/bridge up but also to put out a lava or a water source block when placed down. Its an interesting mix of the melee combat similar to SMP kit and intense mastery of usage of utility items. PvP building Factions This can be done with a Factions plugin or through other means. This is when a group attempts to irreparably exterminate members on another group and later destroy or loot all property of the said group. These can range from a surprise attack to a formal challenge of two armies, and can have up to hundreds of warriors on either side (though this is extremely rare and may cause lag). In some servers, you may be asked to pick a team without knowing who is on it. If you can't hurt them from the outside, hurt them from the inside! If possible, join your enemy faction while you are still able to. If you get into their base as a faction member, wait until the faction moderators are all offline. This is the best time to strike. Take their best valuables, then break the furnaces, chests, and burn the items with a flint & steel. If they have a water mine, block the water. If they have a staircase mine, put a lava or two at the top. Go to the "/f home" and dig a hole. Put lava in it, from the ceiling and make a wall so as soon as they "/f home" they will constantly respawn in lava. If you have spare lava, fill the place with it! Make sure that there aren't any hidden chests, and destroy the farms if no one in the faction catches on. If possible, if they don't know you griefed/raided them, wait until they repair their bases with more food/loot and restart the process! Remember to give loot to your actual team after each raid. In most, if not all faction servers, there is a plugin that allows factions to claim chunks of land. If you are raiding a base, there is a 99% chance that they have claimed their base. So how do you get in? Here's how. If you intend to explore the full tactical armory of PvP, then a helpful one and likely the first is the raid. Simply put, a raid is the theft of materials from the property of another player and killing enemy team members. Raids can have pros, such as drain the opponent's resources that could later have been used against you, and increasing your own resources. However they can also have cons, such as increasing the likelyhood of you being made a target by others. Generally, raids are worth the risk. There are three different types of faction raids: There are two objects that are absolutely necessary if you want the raid to be effective and efficient: The first is always needed since this may take some time. However, you may wonder why the list contains an enchanted diamond pick. It's because you can break almost anything fast. Without a powerful pick like this, the odds are that the owner will have mowed you down before you could even get inside their base! Therefore, you must be fast. Choosing a base is easy, and really, an unmanned base is a dead base. When a minimal amount of people are manning the base, then you can strike. Steal all goods. Remember that your point is sabotage, and so you should dispose of all you didn't steal. If you really want to damage them, clog all entry points. Don't stay around too long, though. Take a minute longer and they might be online and hunting you down, in the end you're just wasting your time. Keep in mind that faction wars are not always about combat. It's about preparations and knowledge in order to turn the tide exponentially in your favor, such as how you can slay a player in diamond armor with only iron armor and win a battle before going out to war. You can't rush into an attack, you need to plan it. There's lots of ways to get a kill without having to fairly "fight" your opponent. Now say a new enemy has come and they have Protection IV armor, with a Sharpness V sword, and an obsidian base. Attacking them would be suicidal in a fair fight (unless you have better equipment). First, send someone to scout their base while you prepare a full assault. TNT their base and ruin the defenses. This allows you to eliminate their source of power. Then, send someone to cause a diversion to distract them. They'll be chased all the way until they come back and finds the smoldering ruin that was their home. Lead them to a premade trap such as a TNT minecart bomb and detonate it as they chase you over it. No matter how geared they are, they will be killed and their base will be undefended. Always make sure every fight is strongly in your favor. Go to reasonable lengths to ensure you can attack, but they cannot retaliate, or sacrifice to gain power, such as you losing 10HP through snowballing them, but in the process breaking their diamond armor. Faction wars are not always about fighting. Although the point of a Faction War is to demolish, a clear assessment about the other side is helpful in doing so. Let's go into another scenario. Another faction is the strongest faction but is secretive, stealthy, mean, and rich. Your faction has never liked them, and in fact, hated them. But in terms of pure force, your faction is outclassed. They need you. Now, they equip you with invisibility potions, a diamond sword, a bucket of milk, a splash potion of poison and 3 of Harming, a bow with 128 arrows, and 32 pieces of pork. Throw in some Fireworks for distractions, and you're ready to go. The whole faction depends on you! Now, as a spy, don't ever alert them to your position, because even if they don't know who you are, you are someone sneaking around their base, and they will pursue. To do that, you must follow some steps. Make note of details, as intelligence is most important as it can get you get one step closer to victory. Do not forget that secrecy is required. Report back to your base once you think you have more than enough information on the enemy and that is when you can declare war. Another trick is to (if in a faction server) station your teammates nearby. (Say, a mountain bunker in the distance) That way, if you are caught and running for your life, you can send a distress signal or flares (The most obvious thing would be fireworks). One other trick is to pay attention to what you hear. Say you are in the base, and you hear someone munching on food. Avoid them as quickly as you can. If you hear a nether portal, then your team may be able to build a corresponding portal in the Nether and invade through the enemy's portal. Building a base to protect yourself from the diamond swords and the arrows? Good work! Here are some tips to help you make your base even more efficient: Bigger may not be better, as a visible structure gains visibility the larger it is, and leaves more space unguarded. On the flip side, big bases are good for large amounts of people that are working on something together, and can hold more munitions. A small base is also dangerous, because it will be easily demolished. One effective type of base is a base that is deep underground. Here enemies will take days to hunt you down, while you survive on a farm and branch mine for diamonds. Another base, meant for continuous habitation, is far above the world. Therefore enemies will be required to build up to it. Unless a prohibitively expensive defensive structure is used to get up, they can be easily pummeled with arrows, a single one of which could send them falling to their death or at least making them restart. For sky fortress builders, the most important rule is to not have any spots that are out of the fortresses' archers' line-of-sight. Try building the bottom floor in a "multiple ring" shape to do this. Also, make a disabled nether portal that will upon activation become an escape (disable it to ensure that it cannot accidentally link up to another portal). Bases in mid-air are effective during a raid, when manned, as entry is all but impossible. Again, this base type is best for continuous habitation, but it is only slightly more protected than a house on the ground if nobody is manning it. Also make sure to put cobwebs all over the bottom to stop ender pearl glitching. Every good base needs traps and defenses! First of all, we have the wall. A good wall should contain at least one obsidian or water layer to shield explosive force, and require at least one minute to mine through with an unenchanted diamond pickaxe. To further prolong base penetration, chessboard wood and cobble to force players to slowly break wood or switch from axe to pick. Traps are great defenses to surprise enemies that make it through the wall, but are generally not infallible. Note that self building walls can be useful during an attack to repair severe damage (aka the TNT equivalent of a bunker missile). However, remember that a trespasser will not simply pound at the wall forever (unless they are monotonously dedicated to it). Eventually, they will most likely climb it with blocks, or disable it by destroying the mechanism. This is one of the great secrets to PvP mastery! Trustworthy allies can be useful in many tasks, from grunt work to being the safe keeper of your gold. Be careful whom you choose for an ally, as treachery or lack of skill can easily hamper or destroy your attempts to thrive in PvP. Haste in that aspect is generally a waste. If the server you're playing on has the Factions plugin, you can create an impenetrable base with water and cheap walls. To do this, dig a hole along the border of claimed land (INSIDE your faction land, otherwise it can be blocked up or destroyed) all the way to bedrock. Next, cover your base with water, including the sides and roof, and let it flow down to bedrock. Make sure TNT cannot land anywhere in the base. There should be no blocks connecting your base to the wilderness. The water acts as a shield, making your base invulnerable to TNT, and impassable by enemies. The only way to counter this is make a sand/gravel cannon (a TNT cannon that shoots the falling gravel/sand instead). This can also be countered by a team of people using Wither. You can also bring elder guardians (if possible on the server) and bury them near the outside walls in obsidian, then build a wall of waterlogged stairs around the base. You can then cover that in another layer of water, forcing the enemy to use a Wither. You can use this to your advantage and get your whole team a smite V sword to shred the Wither(s) along with sharpness V to deal with the players after the Wither dies. Gather enough dirt to build to the build limit (about 3 stacks). Then pillar jump with all of it, or until you reach the build limit. Then dig 17 blocks down. Place 1 obsidian by pillar jumping with it, mark that corner, then build a 12×12 obsidian platform. (Set home to platform if /home is enabled!) Then find the corner you marked, dig down, (you should see dirt, and not fall), dig 2 more dirt down, replace the obsidian, and coat the bottom with lava. (Fire Resistance is highly recommended) Ender pearl down, dig the bottom block of dirt, and dig a 12×12×2 trench where the lava lands. Then teleport up, either with an ender pearl (may take multiple tries) or /home. You can now add the necessary items to your new base as needed. And finally, add redstone blocks around the edge, and build rings around the platform at a lower level for archers and potion lobbers to walk on. If the base is being raided, and your hand is forced, activate the self-destruct on your base. It is important to keep one on hand at all times and also have an escape. The self-destruct must be designed to overwhelmingly destroy all life and loot inside the base and the base itself but also be well-hidden. This is hard and so you should experiment. In times of need, start the lethal countdown and escape. Ender chests are good for these kinds of bases, as they don't drop their content and it can be accessed anywhere as long as you have another one. Escape pods are essential for above-ground bases as they can drop you deep underground into a water spot, where you can dig (possibly minecart) yourself up to the ground and escape with your friends (if you have more than just one pod) to far away from the base. You can lock the escape pods with pistons to prevent enemies follow you when attempting to escape. Not all of your faction skirmishes in the PvP world will be set up beforehand. Organize raids with your faction. Find some server to host a voice chat box with your teammates. This will allow you to coordinate your attacks on hostile bases and their creations. The more connected you are with your fellow faction members, the more likely you are to emerge victorious. Keep in touch with them and increase your odds of success. Let's say that you have just moved in with your awesome new faction. They have diamonds, dozens of anvils, and general awesomeness. Now, a faction war has started, and you have no base, no food, nothing except what the faction gave you. This is dangerous. In the event the faction fails, you are defenseless. Trust nobody and keep a secret base all to yourself. Put a home there and be safe from pursuers and spawn campers. Be ready! If you need to and fear that the faction is about to fall, steal some items and leave the faction when necessary. If your group's/faction's leader has been killed, or you just feel like it, don't be afraid to go rogue. In order to do so successfully, you need to follow certain rules. First, you need to either decide whether you want to be a wandering rogue, or a bandit-style rogue. Wandering rogue life is relatively simple. You wander around, and occasionally raid abandoned or unguarded bases, and avoiding other players at all costs. If you decide on this, you can refer to the nomadic experience tutorial to help you get started. If you want to be a bandit-style rogue, however, then you need a top secret base of operations, and lots of equipment. Only engage people if you are 100% sure you can win, and escape as quickly as possible. Trust no one, let no one see you. Although the life of a rogue may not be as action-packed as being in a faction, it is certainly profitable, and once you have enough stuff, you might be able to join a new faction, either to settle down or backstab them, get their stuff, and move on to the next gullible faction. PvP in large factions can include multiple scenarios, from individual murders or attempts to murder, to entire factions battling it out with lines of defense, barricades, and tunnels. There are three major melee builds, which will be discussed more in depth later. They are: The first situation is if the enemy has large numbers of archers. Send a wave of soldiers charging in, with moderate armor, and some skill, as well as some Special units to cause some starting chaos in their lines. Even better, get some ender pearls and rush in to engage the archers, who will often be weaker in melee combat. If they don't have archers, they will run or charge. If they run, have archers retreat to the back lines and then have the whole army sprint, bunching Juggernauts close to the front line while staying together, for maximum impact. If they charge, stop their forward momentum with arrows, shooting when they are 10–15 meters away. Then the infantry should then fight for a bit, while juggernauts and potion lobbers move in at sprinting speed to surge into enemy lines and later replace the infantry and slaughter anyone that was engaging the infantry. Make sure that the juggernauts and potion lobbers do this carefully, as the enemy infantry may have lethal potions. However, in general, the enemy can do little versus Juggernauts and potion lobbers coming in from a flank as well as a defensive row of Exotics to stop enemy Juggernauts from advancing effectively. However, if you are on the attack, there are some threats to your advance you must take into account. Then charge with infantry, followed immediately by exotics. The juggernauts among you should flank around and smash the enemy infantry after a few seconds of fighting. The Exotics should only engage juggernauts in combat, and only with superior numbers. In this situation, have archers aim for infantry advancing toward the fight, NOT the enemy front line, where you could shoot one of your own men. One can make some professional charging units with horses. Never have everyone charge at once. They will lose momentum and a solid position, while also becoming less cohesive which causes less damage distribution. Retreat, while also dangerous, is far safer. A server wars is a mass battle with a large quantity of the server's playerbase participating. The attacking parties are typically organized and well armed. They launch an attack big enough to cause a disturbance on the server. Another party, typically admins, retaliates against this attack. If the retaliating party is composed of admins, it will typically resort to Intel and the power to ban players. However, admins will counterattack with weapons in the process of banning the attacking players. Unless they allow griefing of course. In an all out server war, you have two choices: you can either fight for one of the two parties, or you can flee to safety and let the admins sort it out. Most players decide to fight for their server, however, players who have a lot of resources like diamond might feel the need to protect their precious resources and flee to safety. If you decide to join the party that is defending the server, you don't really need to worry about firepower since you will probably be armed by fellow soldiers. If you join the attacking party, you should equip enchanted weapons with high damage. It is also good to equip weapons of mass destruction such as TNT, end crystals, lava buckets, etc. You should do everything in your power to keep your nametag hidden if you don't want to be banned. Being banned means you are out of the server, and out of the war. You can no longer fight alongside your comrades. When you are fighting with the attacking party, you typically want to destroy as much as possible and invade as much of the server as you can. A good tip? Drink an invisibility potion, arm yourself with end crystals and blast protection armor, and let the terrorist bombings commence on anyone you see, especially the ones that are insecure. Remember, the retaliating party doesn't always win even though they seem like the "underdogs". Server wars are won with great soldiers, and most importantly, great leaders. You don't have to be a "grizzled" war veteran to be a great general, a great general is someone who is smart and fights alongside their soldiers. Remember, great generals take point, they don't watch from a safe distance and bark orders while watching their fellow players get slaughtered. Also, if the server has mods equipped, especially mods like "flans mod", "flintlock weapons mod", or "Mo' explosives mod", use that to your advantage! Because of the nature and the danger of these wars, the mechanics of these "groups" of people that are attempting to overthrow the server will be explained. Generally, the group may know each-other personally. If three friends chose to do this, and each friend tells two of their friends, then we already have nine people ready to attack. Doing this makes it easier to create order and hierarchy. This is also done to deter any traitors or turncoats in the group. Some of these groups go into faction servers, claim land, and make a legitimate faction. They will probably use the faction as a temporary "bank" for what they steal and make. They will build a secondary base, and will use this when they attack. They are highly armed, and are equipped with heavy enchants, potions, lava buckets, redstone, TNT, and whatever the Modifications on the server make available. They disband the faction, and move to the other base and create a new faction, (if they make one at all) and begin their attack, or they may each stay factionless (to avoid detection) and cause great destruction to large bases using the exploits above, communicating attacks via a third-party social platform. There is a hierarchy involving the status and rank of the players usually, there are generals of the troops that go to battle. They are on the battlefield. And they command the players to attack. But these generals get their orders from one player. This player is the equivalent to the "god father". They are never seen, although sometimes in the game anonymously. Several of these groups have primarily PvP champs, but most of them have hackers, x-rayers, cheat mods, and whatever they chose. Most times the hacker is the godfather or at least close to the top. They also have spies and intel groups. This is not the most usual case, but there are exceptions. Some of them have strategies that they commonly use. Some are griefing, personal raids, and singling out a player. For example, if they know that a player has valuables (diamonds, enchanted books, etc.) and they don't know where it is hidden, they may grief and threaten the player. PvP behind the scenes Your presence on a server is important for gaining allies or a following. If you want griefers or spawn killers on your side, be really nice to them. Most of them are notoriously good at PvP from practice, and giving them a reason to be on your side through making sure they never have to worry about starving or being hunted by others is a good way to avoid alienating them. Ironically, this may be the most effective way to make allies with random people, giving them full access to all of your resources and your considerable efforts to be hospitable will generally remove any want to take your items. (As always, this may backfire). If a server has an online dynamic map or if the Rei's Minimap mod is allowed (most likely), USE THEM. Rei's Minimap helps you understand what structures are ahead of you, and Online maps show everything and also show locations of players. Forgo any advantage you can get your hands on. Whether it'd be a Drop Party or an organized PvP match, participate in server events and you'll be known by most members in the server. This means people will have second thoughts of attempting to kill you. This one is obvious. Make sure to be friendly and caring with your members. Give items randomly to the squadron. Make an Army, Navy, and Air Force if you must, but let them mingle. Give crate keys to your teammates if the server has a crate system. And make sure to not act stuck up. Listen to their opinions. If you want a Mega-Uber Skull Laser Chainsaw Castle of Death™, and your friend wants a smaller base, compromise. Let's say you're on a faction server and you have many enemies. Your base has not been found until now. Two players each holding a Sharpness V, Fire Aspect II, Knockback II sword and wearing Protection IV armor are directly outside your base setting up a TNT cannon. You should always have defenses that are innately active, such as obsidian and water to negate explosions and if available, a spawner that can funnel out mobs on command (go exploring for spawners) to distract and dangerously deter, or snow golems to break armor. If you have these, don't jump down and PvP. Wait for the spawning mobs to break their armor, or call for your faction members and allies to assist in defeating the enemy. In these cases, booby traps are good, so set up booby traps everywhere where the enemy can't find them. In fact, make some that are meant to make the enemy know about the traps but it itself is a trap. These work as warnings and signals. Use tripwires and wool under them to use as signals for example. If you're building a massive fortress near the spawn, a griefer or simply a plain idiot might run behind you and kill you, disassemble your fortress and run off with your materials. Well, the easiest method to prevent this is to build your house away from spawn and try to survive a good distance away from spawn. It is usually a good idea to use a home-setting command around this area where you wish to live, as if it is a long way away from spawn and you die, it's a long walk, or mad chase if there are spawnkillers with diamond armor and enchanted diamond swords. Using the /home command if you used /sethome cuts the time getting to your safe zone drastically, usually having the spawnkillers and griefers be dazzled in confusion. The best way to keep your most precious valuables is to put them in an ender chest. Then put a chest in your house with basic invaluable items in it (with a few valuables mixed in to help fool them), and bury a chest with 8 obsidian, an eye of ender, a crafting table, and other less semi-valued objects in it a short way away from your house. Even if your entire house is a crater and the ender chest you placed is destroyed, the chest you buried will still be safe, and you can craft an Ender chest with what is in it to access all your valuable items and loot in there, as well as the loot in your actual chest. Getting started on a server The following is a step-by-step tutorial on how to survive while being new to a PvP server. Follow in this order: Tip: You must have a fallback in your base in the case of hard times. This means: A lot of times in single player survival Minecraft, you are going to need something. In factions, you are going to need it a lot more because you are competing with other people for it. Some ways to get it faster: Despite lag making people randomly visually act, cause injury because of damage just showing up, and crash the server, it may still be useful instead of a nuisance if you know how to control it to your advantage. Whenever you hit someone under the effects of a lag spike, there is a chance that they won't be hurt and can escape. You can use this time to run when a lag spike comes, therefore you may escape if necessary. Keep in mind, lag also delays redstone machinery, meaning if there's a staircase that only activates when you're on a pressure plate, you can get up easier. There is that one case of being left for green. This means that your squad disbanded, you are out, all alone with maybe a few enemies a kilometer or two behind you looking for you, and you're starving. Be independent. What if nobody is there stupid to help you? What if your leader takes all the valuables and leaves their troops out to die? You must gather resources, get help of any kind, whether it be a lone man just with a stone toolkit or a juggernaut in Protection IV armor, and you must be careful and start your own faction. Tip: Since anyone can be bought…eventually, keep your own secret, hidden, well guarded bases. Never tell anyone about it. It is for you and only you. Be smart with what you learned. Many people know how to make traps. That is good on one hand, but on another, they might not know how to use their knowledge to their advantage. Combine traps and improvise offline. Think first before charging ahead to do something. Think first of the necessities, which are supplies, and deal with the secondary needs after. If you stand no chance, save what you can save and run. If you're nearly killed, and have no hope of victory, run. And don't let yourself be lured into 1-on-1 PvP unless you can win. Use your mind over your in-game muscles. Most important is to use your environment wisely. For example: if you're in a jungle biome, run into the trees and attack your enemies! If you're in a big NPC-village with iron golems: make your foe hit the Iron Golem, then run off and snipe the foe! If you're on a small island in an ocean biome: get a boat, sail a little away, and use your bow to take down that diamond-armor juggernaut! While in the Nether, surprise the enemy with a bed and kill them with the explosion! While in The End, spleef your enemy into the void for a sure victory! It will all be yours if you succeed! Your sword might be a strong weapon, but your bow is even stronger if you use your mind. Also, don't be scared to use potions: they can give you a great advantage over your non-potion using enemies. In other words, take into account all your advantages, all their advantages, and weigh the options. Sometimes, you need to guess and check. The most important ones are your advantages or disadvantages in: Be aware of your surroundings, even when playing casually, to avoid being ambushed. Let's say that your base is in the sky with a public chest containing some equipment. Then, all of a sudden, you come down with one teammate and realize that the base is being raided! In the chest, you find some string and cobblestone. The enemies are in iron armor. Now, if the raider's armor was not enchanted, then you're in luck. A stone sword against iron armor with no buffs deals a full heart of damage. A fully charged bow does about as much damage as a diamond sword. Even if you have no armor, you still somewhat stand a chance against those two since it's you and your teammate fighting them. You do not need to be the same size as long as you can beat them. If you and your teammate are strategic, let's say they stick together, and your enemy doesn't, then you are almost guaranteed to kill them, that is if both of you have at least stone swords and they are alone with an iron sword and full iron armor. If you got lucky enough to mine a diamond sword, bring that out too: if you can, enchant with even just Sharpness I, which will do about 5HP hearts every hit. If you somehow have gotten a Strength II potion, maybe by buying it on a server, then DRINK IT! It will multiply your damage by 3.6, so that 5HP, if you make that a critical hit (by falling when attacking) (will do 7HP hearts) WITH Strength II, then you just might have killed your opponent in one or two hits. You may be thinking that people who have lost so much that their anger is uncontrollable are going to go psycho to win and when people come with supreme equipment you should be scared out of your wits, since that "causes" adrenaline. No! Anger and fear are both factors to defeat. When either happens, whether it be an attempt to kill a player who has diamond armor with your fists or combat logging just because you are so scared that you have to go to the bathroom of fear of peeing in your pants, you will most likely forget all the tips you have learned until you get back to your senses. Avoid that. Now, you must stay calm. Run for cover, and don't stop to watch the deaths of your teammates. If you have one, drink a Potion of Swiftness (the second tier is highly recommended), and keep running. Do not turn back, do not look back, do think of what's back there, and do not stop. Just keep running until you reach safety, whether it be allied or peaceful territory, or a secret place. Don't stop. Stay sharp. Remember what's been said about not trusting anyone? Your turn to chip in to take a stab at backstabbing. Create peaceful factions for your team. Their only purpose is to earn supplies while being impossible to touch. If two players in diamond with enchantments come and raid your base, and you're 4 people in iron, and only you have a full set of diamond equipment, do not bring it out! It is obvious you don't stand much chance as you are overpowered. You do, however, need to keep potions of Strength and Speed at a minimum. Also, keep flint and steel, along with fire aspect swords and bows, along with you. And if you find generation errors that create gateways to the Void, use them. Don't forget to keep your dispensers loaded and ready to fire with arrows, damage splash potions, and fire charges. The reason why this equipment and these traps can beat people in diamond is because they go right through their armor. Nothing, not even diamond armor, can resist their effects (except for arrows. Fire, potion effects and Void damage are the only lethal things unaffected no matter what kind of armor.). Also, a potion of invisibility will mean no one will know where you are attacking from! Remember the gift of decoys. Say you have nothing at all and you were just a player that started in a faction war faction. Use your expendable condition. Say there is a hall of traps designed by a redstone scientist. Throw yourself at the traps, run like a madman, break those hidden redstone clocks, and just kill your player on those lethal traps so your faction can zip in and break a hole in their obsidian shield. To victory! On some servers, the PvP can take place in real life, as well. If you have many friends who play Minecraft, you can call them to join your (allied) faction, which will make strength in numbers. If one of your friends is good at persuading or knows a lot about strategy, that's even better! Also, if you know your in-game enemy well in real life, you can somehow reduce the time they can play or have a talk with them, so they may have a change of heart. No matter how your opponent fights, they are bound to have some kind of weakness. Wastefully attacking where they are well defended won't work, and you will usually have to change your plan accordingly. Is he not using a shield? Abuse yours extra hard by blocking all their hits. Debuffing you with splash potions? Chug some milk. Shielding your arrows and tridents? Whip out the Piercing enchantment. Not even the heavily-geared Netherite player is invincible: you can bypass their armor with splash potions and tipped arrows. This also brings to the next point: Just as you adapt to your opponent's tactics, your opponent will adapt to your tactics. If you see your opponent change their actions, think about why he is doing that. Don't rashly play into their hands. If your opponent just placed blocks to stop you from shooting them, stop shooting them and attack up close. Just as your opponent counters your actions, you need to counter their actions. Your plan of bypassing their Protection IV Netherite Armor with tipped arrows may be a sound plan, but if he starts holding down their shield, you'll have to change. If you, say, start shooting with your Piercing Crossbow then you're golden. As long as you are devising and implementing counters to your opponent's counterplay, then until your opponent figures out what to do in response, you have the advantage and you should press it. The longer one plays reactively rather than proactively, the more of a disadvantage they are at. It is said above regarding running in traps (refer to "Diamonds aren't the key to victory") being a tactic that will fool the enemy, this makes it a rather effective attack. Always use psychology as a weapon! When running into a row of tripwires, the enemy might find it as a suicide attempt and not as a double trap, although not likely since most people will tend to just chase you. However, if you have a circuit that makes it so that the first time somebody runs through it, there is a chance your enemy may think that it's a dud or just a scare for the raiders. Once they step over it, though, the trap activates. This makes it useful since it can make the enemy think you are intending to run away when you're instead luring them into a death trap. If you have any type of invisibility potion or maybe you are just good at not being noticed, you can easily lure the enemy away from your actual position, then jump-attack them when they are least expecting it. This can be the key to a neck-and-neck battle, where your enemy's equipment is as good as yours. Gallery See also Tutorial:Traps References Notes Navigation Navigation menu |
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Tutorial:PvP (Java Edition) PvP, an abbreviation of player versus player, refers to multiplayer combat in Minecraft where players fight other players. This guide covers Java Edition PvP in the most modern versions of vanilla Minecraft. For other version-dependent PvP environments, see PvP. Contents PvP terms PvP kit types A kit in PvP is a pre-determined loadout of items. Kits function as PvP gamemodes, and require different skillsets from one another. The following list includes kits that are officially recognised by servers and tier testing, and are thus commonly practiced: PvP equipment A combatant's equipment is an important factor in PvP, as it determines survivability, damage output, and versatility. Having good gear does not guarantee success, as skill is far more impactful in the modern combat system. Becoming familiar with the usecases, strengths, and weaknesses different equipment is an important aspect of PvP. Swords are the best weapon for doing combos, as well as for breaking out of an opponent's combo, due to their high attack speed. While they also have the special ability to do sweep attacks, this is only useful when fighting an opponent's wolves. When all four melee weapons have maxed out enchantments, swords have the highest DPS and the third-highest damage per hit. Axes are essential for their ability to stun shields, and are the second-best weapon for dealing high-damage single hits. When all four melee weapons have maxed out enchantments, axes have the second-highest DPS and the second-highest damage per hit. Tridents can be thrown as a projectile or used to escape threats using the Riptide enchantment. When all four melee weapons have maxed out enchantments, tridents have the lowest DPS and the lowest damage per hit. When all three ranged weapons have maxed out enchantments, tridents are tied with crossbows for the fastest charge time, and have the lowest damage per hit. Maces have the ability to deal devastating smash attacks after falling, and are the best weapon for dealing high-damage single hits due to the Breach enchantment. When all four melee weapons have maxed out enchantments, maces have the third-highest DPS and the highest damage per hit, even without doing smash attacks. Bows are the best ranged weapon for dealing damage, and can also be used to quickly spam uncharged arrows to deal chip damage. They are also the only ranged weapon with access to the Flame enchantment, and are thus essential in Cart PvP for activating TNT minecarts. The Punch enchantment greatly helps with bow spamming, as it increases knockback, making it harder for the enemy to reach the player. When all three ranged weapons have maxed out enchantments, bows have the slowest charge time, the highest damage per hit, and the second-highest DPS. Crossbows are the best ranged weapon for spreading tipped arrow effects, and for the utility of having an instantaneous long-ranged shot that can be used at any time, so long as they have been charged in advance. When all three ranged weapons have maxed out enchantments, crossbows are tied with tridents for the fastest charge time, have the second-highest damage per hit (by use of 7 star firework rockets), and have the highest DPS (Quick Charge III with 7 star firework rockets). Armor is essential to have for PvP, as failure to equip any armor will result in near-instant death. Different armor material types have differing amounts of armor points, armor toughness, and durability. The armor material types with zero armor toughness are extremely frail, and thus require high levels of Protection to be useful. Shields are an essential defensive tool, as they block 100% of melee, ranged, and explosive damage when active, and block in a 180° arc in front of the user. When using a shield, there is a 250ms delay, ping not accounted for, before the shield becomes active. Shields that are in the active state will become stunned for 5 seconds if hit by an axe, regardless of the axe's attack cooldown percentage. The durability loss a shield endures is dependent on the strength of the blocked attack, with attacks dealing 3HP or more taking durability damage equal to the strength of the attack rounded up. They have 336 durability. A combatant should make sure they have a full hunger and saturation. Reaching 20 ( × 10) hunger after eating food causes health to quickly regenerate at the cost of saturation. Health also passively regenerates slowly when hunger is at 16 ( × 8) or above, and stops when below that amount. Additionally, if hunger dips below 6 (), sprinting becomes disabled. The best food types are those that have provide high saturation when consumed. Golden carrots, steak, and porkchops are the food sources with the highest saturation that are still able to stack to 64. Golden apples and enchanted golden apples directly provide Regeneration and Absorption alongside having good saturation, making them the best food types. Blocks are useful for obstructing attackers and making escapes. They are especially useful in tight spaces like tunnels for blocking off a pursuer. They can also be used to pillar up to safety in a fight, at the cost of becoming vulnerable to being knocked off by projectiles. Some blocks have unique properties, such as high blast resistance, flammability, or being openable. Openable blocks such as chests or barrels can be used to counter cobweb or lava users by having them open the block when they try to place cobwebs or lava. Potions apply a variety of useful effects. These effects can strengthen allies and harm enemies when thrown as splash potions. In addition, lingering potions allow for a larger potion radius, but do not deal their effects on impact, and are expensive to brew. Drinking a regular potion takes time and leaves the user open, while splash potions can be used in quick succession. In the middle of a fight, it is most practical to splash them at the user's feet, especially when using splash potions of healing. Lingering potions are useful for either making an area inaccessible for a while or allowing everyone in a team to heal together. Using negative splash potions and lingering potions as throwable projectiles is not advised, as the throwing distance is short and each projectile takes up an entire inventory slot; tipped arrows are optimal for this instead. Ender pearls can be used to escape opponents, allowing the user to heal, or to pursue a fleeing opponent. Ender pearls inflict damage to the user when landing, damage that can be reduced by Protection and Feather Falling. Ender pearls can be used to scale walls, done by placing a block below one's self upon landing into the wall. A ender pearl stasis chamber can be used to teleport out of a dangerous situation if activated remotely. Water buckets can be used to obstruct opponents, buying more time to escape by slowing them down. It can also be used to avoid taking fall damage, destroy cobwebs, put out fires, and travel up walls. Lava buckets can be used to damage and slow opponents, as well as to create small barricades. The Protection enchantment greatly reduces the effectiveness of lava as a damage option, making lava buckets more practical for low-power fights. Redstone can be used to create traps and TNT cannons. Building a trap in a strategic location and luring the opponent into it can be an easy way to win a fight. However, constructing traps or TNT cannons using redstone in the middle of a fight is highly impractical, and thus traps and cannons that are easier to build and do not use redstone are preferred. End crystals can be placed on obsidian or bedrock, and when punched cause an instant powerful explosion. They can also be placed and exploded rapidly, but in order to do full damage and knockback on an opponent, the user must first knock the opponent up near the end crystal, or place the obsidian and crystal as the opponent is midair, for maximum effectiveness. As long as the user is at least 1 block below the exploding end crystals, the user takes little damage from the explosions. Respawn anchors when given a piece of glowstone can be right clicked on for an instant powerful explosion. Unlike end crystals, respawn anchors do not require a block for them to be placed, allowing them to be placed right at an opponent's feet without having to hit them up. However, respawn anchors cannot be activated in rapid succession and cannot be used in the Nether, unlike end crystals. Respawn anchors also pose a higher threat to the player using them than end crystals do, and thus it is recommended to place a block between the user and the respawn anchor before activating it. Beds are the Nether counterpart to respawn anchors, and have the benefit of not requiring a fuel source to activate. TNT can be used to build traps or deter opponents from approaching or chasing. TNT can also be used in specific formations to launch other TNT towards opponents. TNT minecarts can be used offensively in a similar way to respawn anchors, and are activated instantly with a bow enchanted with Flame. The damage of a tnt minecart explosion is influenced by the velocity of the Flame arrow that activated it. Flint and steel can be used to alter the battlefield by setting surfaces on fire. Due to the Protection enchantment, fire damage is largely negligible and is instead useful for the movement disruption inflicted by it. The screen effect incurred from being on fire also obstructs a player's field of view, however this can be circumvented by use of a low-fire resource pack. Fire charges are identical to flint and steel when used as an item, but can also be fired by dispensers. Flint and steel has only 64 durability, and is therefore used up in the same time as a stack of fire charges. However, flint and steel when enchanted with Unbreaking becomes the superior option. Cobwebs slow any player caught in them to a crawl, trapping them and make them easy targets. Ender pearls are the best way to escape from cobwebs, and water buckets can also be used to destroy them. They can also be destroyed with a sword, however being inside a cobweb whilst not being grounded causes mining speed to decrease dramatically, making this a poor escape option. Cobwebs can also be placed on one's self to act as a barricade against attacks, so long as no part of the player is exposed. When held in the offhand, totems protect the player from a lethal hit (except from the void), and grant them temporary Regeneration, Fire Resistance, and Absorption. Totems can be quickly re-equipped by hovering over one in the inventory and pressing the F key to replenish the offhand, or using hotkeys/Shift+Right Click (not rebindable) to replenish the mainhand. A totems of undying only returns your health to 10 at the moment of use, and wipes potion effects. The severity of the screen obstruction that occurs when a totem activates can be reduced with a resource pack. Mining tools allow for modifying the terrain, tunneling away, and destroying defenses. They are most useful when enchanted with Efficiency, as this increases their mining speed. Shears also disarm tripwire traps without triggering them. The elytra can be used to travel long distances at high speed, surprise attack enemies, make quick escapes, and become difficult to hit. Wearing elytra dramatically reduces damage reduction due to taking up the chestplate slot. Having Mending on the elytra, as well as a supply of experience bottles, is recommended for sustained use. Elytra can be used in tandem with a mace to deal smash attacks with better precision and safety, however the elytra must be unequipped the moment the smash attack is dealt for the smash attack to activate. Fireworks can be used to boost with an elytra. Fireworks made with firework stars can be fired as explosive projectiles using a crossbow, with higher star counts resulting in higher explosion damage. Horses can be used to travel around the map quicker, as well as to reach high places using their high jumping. While getting hit on a horse prevents knockback to the rider, horses are not recommended for direct combat. This is because horses have a random chance to be stunned when taking damage, making themselves and their rider vulnerable. They are also quickly killed by attacking players, and are outclassed by elytra for travel. When using a horse, having a supply of hay bales to heal it is recommended. Tamed wolves will aid the player in combat by targeting the last entity that was hit, or the last entity that hit their owner. Meat food types can be used to heal wolves and cause them to breed, making more wolves. Equipping a wolf with wolf armor is highly recommended, as failure to equip wolves with armor causes them to die quickly to attacking players. When using wolves, having a supply of armadillo scutes to repair their armor is recommended. Due to the way wolves jump when attacking targets, they often miss their attacks. This in combination with their low movement speed, damage output, and health pools causes wolves to be poor allies in combat, requiring a large army with status effects for wolves to be useful. Enchantments for PvP Power increases damage dealt by 50% for the first level, and by 25% for each subsequent level. This results in Power V giving a total damage increase of 150%. Breach decreases the effectiveness of a target's armor by 15% per level. This results in Breach IV giving a total armor effectiveness decrease of -60%. Density is a must-have in kits revolving around repeatedly chaining mace smash attacks. However, for kits that do not offer wind charges or an elytra, Density is completely outclassed by Breach. Flame sets the target on fire for 5 seconds per level. This results in Flame I inflicting 5 seconds of burning, dealing 1HP each second for a total of 5HP over time. Burning damage does not take effect when the target is already taking damage from other sources, such as melee/ranged attacks or explosions. Punch increases the amount of horizontal knockback inflicted on the target by 3 blocks per level. This results in Punch II dealing 8.792 blocks of knockback. Knockback is not a recommended enchantment for the majority of PvP kits. The enchantment makes it more difficult to combo in PvP that doesn't have netherite armor, and makes it easier for your opponent to back out of combos even in PvP that does have netherite armor. The Knockback enchantment's only usecases are in Crystal PvP, where Knockback I is used to knock opponents into end crystal explosions when spam clicking, or in netherite SMP PvP, where Knockback 1 can be used to combo more effectively at the cost of combos being easier to back out of. Protection is required in all forms of PvP, as armor without any Protection enchantments is incredibly frail. Having a piece of Blast Protection armor is required in Crystal PvP and Cart PvP, as not having any Blast Protection results in instant death to two crystal explosions even with a totem of undying equipped. Having more than one piece of Blast Protection armor is not recommended, as having only two pieces of Protection armor will result in dying quickly to Strength II-boosted melee weapons. Projectile Protection increases projectile damage resistance 8% per level. This results in a Projectile Protection IV armor piece giving a total projectile damage resistance increase of 32%. Both Fire Protection and Projectile Protection have no usecases for PvP. This is because sacrificing Protection for one of the two is never worth it, regardless of the type of PvP kit. Feather Falling is not mutually exclusive with any other enchantments, so it is always worth having. Thorns is not a recommended enchantment for PvP, as the damage of thorns becomes inconsequential against the Protection enchantment, while still massively harming the sustainability of your armor. In addition to this, when Thorns inflicts damage on the opponent, it will grant them knockback immunity for 0.5 seconds, as all indirect damage sources do, which disrupts combos. Bows are virtually never at risk of breaking in a PvP fight, so Infinity is always preferred over Mending in a PvP environment. Unbreaking is essential to have on armor, as armor durability is a key factor in high-power gear PvP. Excluding shields, it is not as important to have Unbreaking on other items, as they are very unlikely to break from full durability in a PvP fight. Mending, like Unbreaking, is essential to have on armor, as armor durability is a key factor in high-power gear PvP. It is important to omit having Mending on equipment other than armor in a PvP fight, as repairing armor using bottle o' enchanting must take priority over repairing other equipment. Loyalty is not a recommended enchantment for PvP. This is because tridents are poor weapons for damage-dealing, leading to the utility of Riptide being far more useful. Riptide is the main reason to use a trident in PvP, as tridents are poor damage-dealers, resulting in the utility of Riptide being their best usecase. Curse of Vanishing can be useful for preventing opponents from collecting your gear in a team-based PvP fight. Quick Charge is an essential enchantment for crossbows, as it drastically increases their DPS and rate of spreading tipped arrow effects. Spamming arrows with a Quick Charge III crossbow is a viable strategy, as it will repeatedly damage an opponent's armor and make it difficult for them to approach. Piercing is most useful in low-power PvP kits, as the utility of letting a crossbow ignore a shield is very helpful. Piercing also acts as a pseudo-Infinity enchantment that works with tipped arrows, however the arrows have to be picked up again manually. Piercing becomes less useful as gear becomes more powerful, as Multishot begins overshadowing it for the utility of spreading tipped arrow effects when the crossbow itself stops dealing meaningful damage. Multishot is incredibly useful in high-power gear kits for the utility of spreading tipped arrow effects. It also by nature makes it easier to land arrow shots, and drastically increases the effective coverage of shot firework rockets. Status effects for PvP PvP settings It's important to determine the best settings for you. Settings don't improve your fighting skill, rather they make your fights more comfortable. It is discouraged to constantly change your settings to try to find the "perfect" setting that will "magically make you the best". Get settings that don't limit your gameplay and get skilled with them. Having more FPS is incredibly important if you have a low-end system. Tone down most of your graphics, such as setting it to "Fast", turning down your render distance, and turning your FPS cap to unlimited are some examples that can somewhat improve your FPS. Additionally, you can also turn off particle settings as some particles are too obstructive such as the crit particles and totem particles, but this also means you need to listen to your sounds more carefully due to lack of a visual sign that is usually seen in these things. Next are your controls. First, modifying your keybinds is totally up to you. Using the default 1-9 isn't recommended, as the numbers past 4 or 5 are inconvenient to reach. Although using the scroll wheel in your mouse can be helpful, keybinds are faster and more accurate than using the scroll wheel if you become good with your keybinds. Your mouse sensitivity is also dependent on each player and choosing one that you're comfortable with is essential with getting better aim. With a high sensitivity, your crosshair would start becoming shaky and you won't accurately track your opponent as your mouse is too fast, while if your sensitivity is too low, your rotation is too slow, thus you won't be able to track your opponent that moves too much and too fast. Other settings to change are turning Auto-jump to off and turning your sprint to "Toggle". An ideal FOV is any FOV above 80-85, letting you see enough so that enemies can't strafe behind you easily but not making opponents too small if they are at the edge of your reach. Its best to turn off FOV effects as well as Damage Tilt completely, as they cause your screen to warp and shake during fights that makes aiming much harder. Resource packs are optional but sometimes they make your PvP experience more comfortable. Some vanilla textures in the game obstruct your vision too much, such as food, explosion particles, swords, fire, and offhand items, so texture packs reducing the size of those are definitely recommended. While resource packs that function while minimally modifying the vanilla aesthetic are called overlays, one may opt for a resource pack with cosmetic changes, too. Mods are also important and some of these are tailored for PvP combat. Sodium and FPS-increasing mods are incredibly essential and PvP clients like Lunar, Badlion and Feather feature modules that significantly help in combat. PvP locations The location where PvP takes place affects general gameplay and can affect strategies. This is when two players fight in the naturally generated terrain of Minecraft. In this type of fight, players decide on a designated area or may be unexpectedly attacked (underground, caves, cliffs, or strongholds). One can also add custom features into the natural terrain, normally player-built structures. This is PvP that takes place in a unique area or challenge map. Players that are friends may decide to create or use a challenge map that facilitates PvP. The players may choose to divide themselves into multiple groups, enjoy a free-for-all, or any other distribution of players that fight among one another. Players may prefer to build an arena for the sake of organization or aesthetics. A hazard is any area that's dangerous or disadvantageous to be. Most likely its a lava pool, ravine opening, or for a particularly experienced player, even just a wall that's easy to headweb against. In any case, both players want to stay away from it and force the other player into it. When playing around a hazard, strafe around your opponent constantly and stay low to the ground, letting you move more effectively to put them in between you and the hazard. Whether you're successful or not, you'll need to push your opponent back and gain ground. To do this, disable their shield and don't let yours be disabled, at all costs. Use techniques like Shoving to advance forwards consistently without taking much knockback or Uppercutting to gain lots of ground very quickly. If your opponent crits you, Sidesweeps are a viable option (only if you're losing) to run around behind them and flip the scenario on them. PvP context It is important to note the context in which PvP takes place. Friendly PvP is when two or more players agree to PvP for friendly practice and training only. Friendly PvP is great to play on LAN. It is the least hostile option for PvP as it: In organized PvP, players agree on the circumstances of their fight, and then battle. The victor may be agreed to receive anything, from diamonds and emeralds to proven superiority to nothing at all. This type of PvP can be highly competitive and players may need an impartial judge to moderate. This is when someone surprise attacks you without warning, and is mainly common in SMP PvP. If you have better equipment than your attacker, you will likely be able to kill them. At this point, there is no better time to give it your all. Utilize anything and everything at your disposal to destroy your opponent — any method that Minecraft provides, you should exploit. (Combat-logging, hacking, and other out-of-game methods are unacceptable except on select servers.) Always carry extras. You never want to be stuck in battle without a weapon. Therefore, extensive measures must be taken to ensure that equipment can be readily replaced in a fight, such as enchantments, extras, and consistent resupplying. Press any advantages you can, and consider fleeing if you don't think you can win. There's little point in being honorable, and more point to staying alive. Make sure to understand your disadvantage if you are attacked unexpectedly. Your opponent likely has applied potion effects or eaten golden apples in advance, giving them saturation and absorption. To stand a chance against them, you'll need to do the same. Keeping combat healing items, ender pearls or potions on you as well as in your hotbar can save you in those situations. In this type, 2 players spawn in a set map with an arranged set of equipment, thus the name of PvP. Practicing kits are important in learning the basics of PvP. And the kits can also be customizable depending on the server. Minigames are typically played on dedicated minigame servers. Some popular ones include Bedwars (where each player/team has a bed that allows them to respawn if it is undestroyed), and Capture the Flag (where each team tries to steal a banner/wool from the other team). Many other variations of these games, and some more niche minigames, also exist. Each minigame will typically have its own set of rules, as well as a shop or class system (although this is not true for all minigames). To gain experience in this kind of PvP, it is recommended to try different kinds of minigames, and find one/some that you enjoy. Minigames are technically a form of Organized PvP, but are normally on a dedicated server. Melee fundamentals The majority of PvP is melee based combat: using your sword, axe and shield to damage your opponent directly. Swords and axes are the strongest and most damaging non-crystal PvP weapons in the game, apart from maces which are typically restricted to their own gamemode. Choosing your offhand item is an important decision, with the most popular choices being a shield, totem of undying, or food. There are two main avenues and essential concepts for attacking: sprint-knockback attacks and critical hits. There are many techniques and maneuvers you can use in PvP to give yourself a large advantage. This is the next step in complexity in PvP up from just critting and shielding. These are some more complicated and high level techniques. Many of them build off of other techniques and are more useful against better players, used to counter other more basic techniques. Shield fundamentals Shields protect all damage and knockback infront of the user when active, aside from arrows from Piercing crossbows. Shields have 250ms delay between being raised and being active. They are disabled for 5 second when hit by an axe, regardless of the axe's attack cooldown charge. Disabling the opponent's shield is a huge part of SMP kit, giving a 5 second window where they aren't able to protect themselves effectively. To disable a shield, hotkey to your axe and spam click 2-3 times, then immediately swap back to sword. Later in this section are some special ways to disable your opponent's shield to give you an advantage. Don't wait to charge the attacks: axes are inefficient at dealing damage. You can attempt to disable either when you see them put up shield, which requires fast reactions and good hotkeying, or by predicting when they will shield. While fighting, try to watch their shield patterns and learn them so you can predict them in advance. In addition, most players will shield with the following patterns: Be careful when your shield gets disabled. Did you shield in a predictable pattern? They might have learned that pattern. Be careful before repeating it. Once you disable their shield, you have a 5 second window where they cannot block any hits. To take advantage of this, you can use 2 different follow ups. When your own shield is disabled, you are very vulnerable to crit or combo follow ups. By far one of the most effective ways to play while your shield is disabled is KB hit trading. Back away and try to bait your opponent. Trade KB hits with them, holding S after each hit to get too far away from your opponent to be comboed. This is a very slow playstyle and your shield will come back up soon. The reason it works so well is that if your opponent attempts to block your hit with their shield, you can easily either disable it or back away from their hit before they lower their shield, rendering their shield advantage useless. Another trick you can use when your shield is disabled is literally to pearl out and heal. If you can safely get the pearl off, you might avoid a very costly encounter. It might seem sort of hacky or cringe, since you're just running away whenever you're at a disadvantage, but your opponent can't do anything besides cry about it. Don't do this if you are going to get crit out while the pearl is in the air. Here are some shield related techniques you can use. Some of these are very difficult to perform, and some of them delightfully simple, but they can give you a significant edge in getting more effectiveness out of your shield. Ranged fundamentals Bows and crossbows can be used to attack and snipe at a safe distance. Learning how to use bows and crossbows effectively is an important aspect of PvP. There are various styles to shooting such as jump shooting, aiming upward and strafing to the right/left, spamming uncharged shots (bow only). Strafing from left to right when shooting is the optimal way to shoot from mid-range, as it can help you avoid an opponent's shots. To hit a moving target, lead the arrow ahead of them some blocks depending on their distance and ping. Sniping is attempting to hit targets at long range with a bow or crossbow. Done well, sniping can deplete a weak target's health or knock them off a cliff. This tactic by itself can be ineffective if not followed up with melee combat, as shields and healing are certain counters to the exclusive use of bows and crossbows. However as a method to drain your opponent of resources, such as armor durability and food, sniping them can make a difference. At further distances, the level of precision needed to have a good hit rate increases, and the innate randomness value of arrow shots becomes a problem. An 8-degree pitch shot with a bow will hit a target between 47 and 52 meters out, and a 37-degree angle can put shots out to around 120 meters. The pitch of your shot can be viewed using the F3 screen. Generally, aim 1 degree up for every 4 blocks away your target is assuming they're at level ground with you (Pitch = (distance - 18)/4), compensating for their movement appropriately. For example, to hit a target 50 meters away, aim up by 8 degrees. 62 meters away, aim up by 11 degrees. 74 meters away, 14 degrees. If a player is higher than the user, a simple way of compensating is to look them in the face and set that as your zero. This works for relatively flat shots that aren't at an enormous range. If a player is 9 degrees up from the user and appears to be around 60 meters away, a 19.5 degrees pitch is a good approximation of where to aim. Sniping is a skill that becomes feel-based at higher distances, making practice essential. General fundamentals Longer term, overall strategy during fights to make the most out of your PvP skills. This section will detail how to heal yourself properly, win fights when outnumbered, heal your armor, and use your utility items properly. You can heal faster by having high saturation, or by consuming a healing item like a golden apple or a potion of Healing. Foods with high saturation such as golden carrots are preferred as more saturation translates to a longer period of faster healing. Since healing by eating normally takes some time and slows you down you want to do it while sprint jumping away if you can't ender pearl, preferrable after separating from your opponent as well as possible. KB hits, cobwebs, and blocks can all help you get away. If your opponent is healing, make the most of that time. Crit them out to drain them of resources if they are close. If they aren't close enough for you to reach this, do something else such as healing or refilling your hotbar. Just running at your opponent doesn't help you. Its also common for players to KB hit their opponent on the last hit while their opponent is healing. This sets their opponent up for a combo when they finish eating. When you meet with multiple people that have the intent on killing you, the best option is of course run or negotiate for peace. If that's not an option though, you'll need to figure something else out. Utilities are your backup weapons in a fight. The most effective way to use utilities is to have just a couple in your hotbar and become quick and experienced with using them so you can constantly bombard your opponent with effective secondary attacks. In various kits, players are given stacks of bottle o' enchanting to repair their Mending armor. Without proper XP usage, you will waste a significant portion of your XP and your armor will break earlier. Before repairing, make sure to back off way before your armor breaks (preferably when your helmet/boots dips to below 70 durability). Use XP bottles to heal your armor if it gets low. If your shield has mending, all the XP will go to healing your shield, so take off your shield while doing this (shields don't take enough damage to fully break during a fight, normally.) XP bottles heal all your armor evenly, but your armor has different amounts of durability. Your helmet will break while your chestplate still has 1/3 durability. XP bottles only heal armor pieces that you are wearing, though. Take off everything but your helmet and heal it to 100% durability. Now put on your boots and heal them to 80%. Now take them off and heal your leggings to 75%, and then chestplate to 70% durability. Also, make sure you're not too close to your enemy while repairing, since they can get free hits on you, wasting your bottles. Playstyles It's extremely important to know how to play and when. Knowing how to deal more damage than your opponent is necessary, but you have to be able to chain your manuevers and gameplay together to really press your advantages and turn a mess of hitting things into a cohesive playstyle. First we'll examine the two most basic playstyles, playing Defensively or Offensively, and how to counter those playstyles. The most common playstyle in SMPs, a defensive playstyle involves constantly keeping a little between your opponent and playing reactionarily. You will be playing slow and winning by Armor Drain, steadily but surely. This playstyle is very effective against players that seem to have good aim and fast mechanics, but have worse strategy and might be too eager to rush into things. This is how to pull it off using your kit. Defensive players need two things: they need to be able to run away from you, and they need to safely survive to drain your resources. An aggressive playstyle is constantly pushing your opponent, never allowing more than a short break. It mostly relies on being able to play faster than your opponent, making them panic or forcing them into bad decisions. You are often able to drop your opponent when they can't escape your quick damage. It requires strong mechanical skill and versatility with melee mechanics. Aggressive players want to disable your shield and catch you in a bad situation to crit you out. You're gonna need to react to all they're doing and avoid getting dropped at all costs. Minecraft ping is coded differently from other games. The two differences are that you can hit a player when you can hit them on your computer, even if your opponent and the server agree you can't yet, and your knockback is delayed by your ping. If you have 100 ping, you only start taking knockback after the 1/10 a second has passed for your computer to find out you got hit. Fighting Ping: Any opponent that has ping has slower reactions. Strategies like No-KB crits that require immediate counters work very well. Their shield disabling will also be very delayed: you can get away with much more aggressive shield usage. Don't try to combo against ping as much because their knockback is delayed, giving them a window to hit you. If you do, use Silly Circle Hitting or side strafes to make them miss, since laggy players often have more trouble hitting you. Low ping players should play more defensively since they can react very quickly. Using Ping: You are far harder to combo on high ping, since your knockback is literally delayed, giving you an extra window to hit your opponents. Its better to be using an aggressive playstyle. Use the Spacing Techniques detailed earlier in the guide to get in constant extra hits and pcrits before knockback takes place. It's also more difficult for you to be KB hit away, so a crit spammy playstyle is very effective (and annoying) here. PvP misconceptions The world of PvP is vast as it takes place in a sandbox game, giving players many options, and not all of them are good, despite how tempting they may seem. A great way to learn your mistakes is to watch better players play and simply try to notice what's different. Why might they be playing that way or using that item? PvP kit tips Basic tips: Advanced tips: Axe is a very strategic gamemode. Autohitting and backstabbing are of great importance. It's very common to let the opponent disable your shield, autohit them, shoot them with a crossbow to push them away, and run until their shield is back. You need a good understanding of what each player has available to them, and therefore what move they want to make. Baiting your opponent into jumping could get you a free crit, turning the tide of the round. Bowing them near the end of the round when they have no shield might finish them off. At any moment you might only have one opportunity or play to make, and your job is to find it and execute it properly. Now each SMP might have a set of standard rules when it comes to fighting, such as netherite or certain potions being illegal. Even though this is the case, the tips here can still be used on SMPs regardless of their rules. For this kit, we're going to assume that the kit contains fully enchanted netherite armor, 2 netherite swords (one is fully enchanted with Knockback I, while the other doesn't have Knockback), a fully enchanted netherite axe, 2 stacks of gapples, one totem, around 4 stacks of pearls, a fully enchanted shield, 2 stacks of XP bottles and finally copious amounts of Strength II, Speed II and some Fire Resistance (8 minutes) potions. Basic tips: Crystal PvP is using end crystals and respawn anchors to defeat your opponent. End crystals and respawn anchors are capable of one-shotting players in full Protection IV netherite armor, and so it is generally regarded as the most powerful form of PvP. Many survival servers ban or disable these items, and even on those that do, getting large quantities of crystals and anchors can be time consuming and expensive. Crystal PvP is all about being lower than your opponent and setting off your explosives so that they damage them far more than they damage you. Basic tips: Basic tips: Advanced tips: UHC is unique for a reason, that is because of a game mechanic being absent, the ability to heal naturally. This meant that you can't heal on food alone, and you'd need the regen and absorption from golden apples to heal. Aside from that, UHC has a diverse inventory of melee, ranged weapons and utilities that players can use to their advantage. Players must be fast at hotkeying, and scrollwheels won't simply cut it, since hotkeys are more accurate and faster. Second, players must know how to use each utility to their advantage, and must know when to fight defensively to drain or offensively to drop your opponent. Blocks for example, can be used not only to build/bridge up but also to put out a lava or a water source block when placed down. Its an interesting mix of the melee combat similar to SMP kit and intense mastery of usage of utility items. PvP building Factions This can be done with a Factions plugin or through other means. This is when a group attempts to irreparably exterminate members on another group and later destroy or loot all property of the said group. These can range from a surprise attack to a formal challenge of two armies, and can have up to hundreds of warriors on either side (though this is extremely rare and may cause lag). In some servers, you may be asked to pick a team without knowing who is on it. If you can't hurt them from the outside, hurt them from the inside! If possible, join your enemy faction while you are still able to. If you get into their base as a faction member, wait until the faction moderators are all offline. This is the best time to strike. Take their best valuables, then break the furnaces, chests, and burn the items with a flint & steel. If they have a water mine, block the water. If they have a staircase mine, put a lava or two at the top. Go to the "/f home" and dig a hole. Put lava in it, from the ceiling and make a wall so as soon as they "/f home" they will constantly respawn in lava. If you have spare lava, fill the place with it! Make sure that there aren't any hidden chests, and destroy the farms if no one in the faction catches on. If possible, if they don't know you griefed/raided them, wait until they repair their bases with more food/loot and restart the process! Remember to give loot to your actual team after each raid. In most, if not all faction servers, there is a plugin that allows factions to claim chunks of land. If you are raiding a base, there is a 99% chance that they have claimed their base. So how do you get in? Here's how. If you intend to explore the full tactical armory of PvP, then a helpful one and likely the first is the raid. Simply put, a raid is the theft of materials from the property of another player and killing enemy team members. Raids can have pros, such as drain the opponent's resources that could later have been used against you, and increasing your own resources. However they can also have cons, such as increasing the likelyhood of you being made a target by others. Generally, raids are worth the risk. There are three different types of faction raids: There are two objects that are absolutely necessary if you want the raid to be effective and efficient: The first is always needed since this may take some time. However, you may wonder why the list contains an enchanted diamond pick. It's because you can break almost anything fast. Without a powerful pick like this, the odds are that the owner will have mowed you down before you could even get inside their base! Therefore, you must be fast. Choosing a base is easy, and really, an unmanned base is a dead base. When a minimal amount of people are manning the base, then you can strike. Steal all goods. Remember that your point is sabotage, and so you should dispose of all you didn't steal. If you really want to damage them, clog all entry points. Don't stay around too long, though. Take a minute longer and they might be online and hunting you down, in the end you're just wasting your time. Keep in mind that faction wars are not always about combat. It's about preparations and knowledge in order to turn the tide exponentially in your favor, such as how you can slay a player in diamond armor with only iron armor and win a battle before going out to war. You can't rush into an attack, you need to plan it. There's lots of ways to get a kill without having to fairly "fight" your opponent. Now say a new enemy has come and they have Protection IV armor, with a Sharpness V sword, and an obsidian base. Attacking them would be suicidal in a fair fight (unless you have better equipment). First, send someone to scout their base while you prepare a full assault. TNT their base and ruin the defenses. This allows you to eliminate their source of power. Then, send someone to cause a diversion to distract them. They'll be chased all the way until they come back and finds the smoldering ruin that was their home. Lead them to a premade trap such as a TNT minecart bomb and detonate it as they chase you over it. No matter how geared they are, they will be killed and their base will be undefended. Always make sure every fight is strongly in your favor. Go to reasonable lengths to ensure you can attack, but they cannot retaliate, or sacrifice to gain power, such as you losing 10HP through snowballing them, but in the process breaking their diamond armor. Faction wars are not always about fighting. Although the point of a Faction War is to demolish, a clear assessment about the other side is helpful in doing so. Let's go into another scenario. Another faction is the strongest faction but is secretive, stealthy, mean, and rich. Your faction has never liked them, and in fact, hated them. But in terms of pure force, your faction is outclassed. They need you. Now, they equip you with invisibility potions, a diamond sword, a bucket of milk, a splash potion of poison and 3 of Harming, a bow with 128 arrows, and 32 pieces of pork. Throw in some Fireworks for distractions, and you're ready to go. The whole faction depends on you! Now, as a spy, don't ever alert them to your position, because even if they don't know who you are, you are someone sneaking around their base, and they will pursue. To do that, you must follow some steps. Make note of details, as intelligence is most important as it can get you get one step closer to victory. Do not forget that secrecy is required. Report back to your base once you think you have more than enough information on the enemy and that is when you can declare war. Another trick is to (if in a faction server) station your teammates nearby. (Say, a mountain bunker in the distance) That way, if you are caught and running for your life, you can send a distress signal or flares (The most obvious thing would be fireworks). One other trick is to pay attention to what you hear. Say you are in the base, and you hear someone munching on food. Avoid them as quickly as you can. If you hear a nether portal, then your team may be able to build a corresponding portal in the Nether and invade through the enemy's portal. Building a base to protect yourself from the diamond swords and the arrows? Good work! Here are some tips to help you make your base even more efficient: Bigger may not be better, as a visible structure gains visibility the larger it is, and leaves more space unguarded. On the flip side, big bases are good for large amounts of people that are working on something together, and can hold more munitions. A small base is also dangerous, because it will be easily demolished. One effective type of base is a base that is deep underground. Here enemies will take days to hunt you down, while you survive on a farm and branch mine for diamonds. Another base, meant for continuous habitation, is far above the world. Therefore enemies will be required to build up to it. Unless a prohibitively expensive defensive structure is used to get up, they can be easily pummeled with arrows, a single one of which could send them falling to their death or at least making them restart. For sky fortress builders, the most important rule is to not have any spots that are out of the fortresses' archers' line-of-sight. Try building the bottom floor in a "multiple ring" shape to do this. Also, make a disabled nether portal that will upon activation become an escape (disable it to ensure that it cannot accidentally link up to another portal). Bases in mid-air are effective during a raid, when manned, as entry is all but impossible. Again, this base type is best for continuous habitation, but it is only slightly more protected than a house on the ground if nobody is manning it. Also make sure to put cobwebs all over the bottom to stop ender pearl glitching. Every good base needs traps and defenses! First of all, we have the wall. A good wall should contain at least one obsidian or water layer to shield explosive force, and require at least one minute to mine through with an unenchanted diamond pickaxe. To further prolong base penetration, chessboard wood and cobble to force players to slowly break wood or switch from axe to pick. Traps are great defenses to surprise enemies that make it through the wall, but are generally not infallible. Note that self building walls can be useful during an attack to repair severe damage (aka the TNT equivalent of a bunker missile). However, remember that a trespasser will not simply pound at the wall forever (unless they are monotonously dedicated to it). Eventually, they will most likely climb it with blocks, or disable it by destroying the mechanism. This is one of the great secrets to PvP mastery! Trustworthy allies can be useful in many tasks, from grunt work to being the safe keeper of your gold. Be careful whom you choose for an ally, as treachery or lack of skill can easily hamper or destroy your attempts to thrive in PvP. Haste in that aspect is generally a waste. If the server you're playing on has the Factions plugin, you can create an impenetrable base with water and cheap walls. To do this, dig a hole along the border of claimed land (INSIDE your faction land, otherwise it can be blocked up or destroyed) all the way to bedrock. Next, cover your base with water, including the sides and roof, and let it flow down to bedrock. Make sure TNT cannot land anywhere in the base. There should be no blocks connecting your base to the wilderness. The water acts as a shield, making your base invulnerable to TNT, and impassable by enemies. The only way to counter this is make a sand/gravel cannon (a TNT cannon that shoots the falling gravel/sand instead). This can also be countered by a team of people using Wither. You can also bring elder guardians (if possible on the server) and bury them near the outside walls in obsidian, then build a wall of waterlogged stairs around the base. You can then cover that in another layer of water, forcing the enemy to use a Wither. You can use this to your advantage and get your whole team a smite V sword to shred the Wither(s) along with sharpness V to deal with the players after the Wither dies. Gather enough dirt to build to the build limit (about 3 stacks). Then pillar jump with all of it, or until you reach the build limit. Then dig 17 blocks down. Place 1 obsidian by pillar jumping with it, mark that corner, then build a 12×12 obsidian platform. (Set home to platform if /home is enabled!) Then find the corner you marked, dig down, (you should see dirt, and not fall), dig 2 more dirt down, replace the obsidian, and coat the bottom with lava. (Fire Resistance is highly recommended) Ender pearl down, dig the bottom block of dirt, and dig a 12×12×2 trench where the lava lands. Then teleport up, either with an ender pearl (may take multiple tries) or /home. You can now add the necessary items to your new base as needed. And finally, add redstone blocks around the edge, and build rings around the platform at a lower level for archers and potion lobbers to walk on. If the base is being raided, and your hand is forced, activate the self-destruct on your base. It is important to keep one on hand at all times and also have an escape. The self-destruct must be designed to overwhelmingly destroy all life and loot inside the base and the base itself but also be well-hidden. This is hard and so you should experiment. In times of need, start the lethal countdown and escape. Ender chests are good for these kinds of bases, as they don't drop their content and it can be accessed anywhere as long as you have another one. Escape pods are essential for above-ground bases as they can drop you deep underground into a water spot, where you can dig (possibly minecart) yourself up to the ground and escape with your friends (if you have more than just one pod) to far away from the base. You can lock the escape pods with pistons to prevent enemies follow you when attempting to escape. Not all of your faction skirmishes in the PvP world will be set up beforehand. Organize raids with your faction. Find some server to host a voice chat box with your teammates. This will allow you to coordinate your attacks on hostile bases and their creations. The more connected you are with your fellow faction members, the more likely you are to emerge victorious. Keep in touch with them and increase your odds of success. Let's say that you have just moved in with your awesome new faction. They have diamonds, dozens of anvils, and general awesomeness. Now, a faction war has started, and you have no base, no food, nothing except what the faction gave you. This is dangerous. In the event the faction fails, you are defenseless. Trust nobody and keep a secret base all to yourself. Put a home there and be safe from pursuers and spawn campers. Be ready! If you need to and fear that the faction is about to fall, steal some items and leave the faction when necessary. If your group's/faction's leader has been killed, or you just feel like it, don't be afraid to go rogue. In order to do so successfully, you need to follow certain rules. First, you need to either decide whether you want to be a wandering rogue, or a bandit-style rogue. Wandering rogue life is relatively simple. You wander around, and occasionally raid abandoned or unguarded bases, and avoiding other players at all costs. If you decide on this, you can refer to the nomadic experience tutorial to help you get started. If you want to be a bandit-style rogue, however, then you need a top secret base of operations, and lots of equipment. Only engage people if you are 100% sure you can win, and escape as quickly as possible. Trust no one, let no one see you. Although the life of a rogue may not be as action-packed as being in a faction, it is certainly profitable, and once you have enough stuff, you might be able to join a new faction, either to settle down or backstab them, get their stuff, and move on to the next gullible faction. PvP in large factions can include multiple scenarios, from individual murders or attempts to murder, to entire factions battling it out with lines of defense, barricades, and tunnels. There are three major melee builds, which will be discussed more in depth later. They are: The first situation is if the enemy has large numbers of archers. Send a wave of soldiers charging in, with moderate armor, and some skill, as well as some Special units to cause some starting chaos in their lines. Even better, get some ender pearls and rush in to engage the archers, who will often be weaker in melee combat. If they don't have archers, they will run or charge. If they run, have archers retreat to the back lines and then have the whole army sprint, bunching Juggernauts close to the front line while staying together, for maximum impact. If they charge, stop their forward momentum with arrows, shooting when they are 10–15 meters away. Then the infantry should then fight for a bit, while juggernauts and potion lobbers move in at sprinting speed to surge into enemy lines and later replace the infantry and slaughter anyone that was engaging the infantry. Make sure that the juggernauts and potion lobbers do this carefully, as the enemy infantry may have lethal potions. However, in general, the enemy can do little versus Juggernauts and potion lobbers coming in from a flank as well as a defensive row of Exotics to stop enemy Juggernauts from advancing effectively. However, if you are on the attack, there are some threats to your advance you must take into account. Then charge with infantry, followed immediately by exotics. The juggernauts among you should flank around and smash the enemy infantry after a few seconds of fighting. The Exotics should only engage juggernauts in combat, and only with superior numbers. In this situation, have archers aim for infantry advancing toward the fight, NOT the enemy front line, where you could shoot one of your own men. One can make some professional charging units with horses. Never have everyone charge at once. They will lose momentum and a solid position, while also becoming less cohesive which causes less damage distribution. Retreat, while also dangerous, is far safer. A server wars is a mass battle with a large quantity of the server's playerbase participating. The attacking parties are typically organized and well armed. They launch an attack big enough to cause a disturbance on the server. Another party, typically admins, retaliates against this attack. If the retaliating party is composed of admins, it will typically resort to Intel and the power to ban players. However, admins will counterattack with weapons in the process of banning the attacking players. Unless they allow griefing of course. In an all out server war, you have two choices: you can either fight for one of the two parties, or you can flee to safety and let the admins sort it out. Most players decide to fight for their server, however, players who have a lot of resources like diamond might feel the need to protect their precious resources and flee to safety. If you decide to join the party that is defending the server, you don't really need to worry about firepower since you will probably be armed by fellow soldiers. If you join the attacking party, you should equip enchanted weapons with high damage. It is also good to equip weapons of mass destruction such as TNT, end crystals, lava buckets, etc. You should do everything in your power to keep your nametag hidden if you don't want to be banned. Being banned means you are out of the server, and out of the war. You can no longer fight alongside your comrades. When you are fighting with the attacking party, you typically want to destroy as much as possible and invade as much of the server as you can. A good tip? Drink an invisibility potion, arm yourself with end crystals and blast protection armor, and let the terrorist bombings commence on anyone you see, especially the ones that are insecure. Remember, the retaliating party doesn't always win even though they seem like the "underdogs". Server wars are won with great soldiers, and most importantly, great leaders. You don't have to be a "grizzled" war veteran to be a great general, a great general is someone who is smart and fights alongside their soldiers. Remember, great generals take point, they don't watch from a safe distance and bark orders while watching their fellow players get slaughtered. Also, if the server has mods equipped, especially mods like "flans mod", "flintlock weapons mod", or "Mo' explosives mod", use that to your advantage! Because of the nature and the danger of these wars, the mechanics of these "groups" of people that are attempting to overthrow the server will be explained. Generally, the group may know each-other personally. If three friends chose to do this, and each friend tells two of their friends, then we already have nine people ready to attack. Doing this makes it easier to create order and hierarchy. This is also done to deter any traitors or turncoats in the group. Some of these groups go into faction servers, claim land, and make a legitimate faction. They will probably use the faction as a temporary "bank" for what they steal and make. They will build a secondary base, and will use this when they attack. They are highly armed, and are equipped with heavy enchants, potions, lava buckets, redstone, TNT, and whatever the Modifications on the server make available. They disband the faction, and move to the other base and create a new faction, (if they make one at all) and begin their attack, or they may each stay factionless (to avoid detection) and cause great destruction to large bases using the exploits above, communicating attacks via a third-party social platform. There is a hierarchy involving the status and rank of the players usually, there are generals of the troops that go to battle. They are on the battlefield. And they command the players to attack. But these generals get their orders from one player. This player is the equivalent to the "god father". They are never seen, although sometimes in the game anonymously. Several of these groups have primarily PvP champs, but most of them have hackers, x-rayers, cheat mods, and whatever they chose. Most times the hacker is the godfather or at least close to the top. They also have spies and intel groups. This is not the most usual case, but there are exceptions. Some of them have strategies that they commonly use. Some are griefing, personal raids, and singling out a player. For example, if they know that a player has valuables (diamonds, enchanted books, etc.) and they don't know where it is hidden, they may grief and threaten the player. PvP behind the scenes Your presence on a server is important for gaining allies or a following. If you want griefers or spawn killers on your side, be really nice to them. Most of them are notoriously good at PvP from practice, and giving them a reason to be on your side through making sure they never have to worry about starving or being hunted by others is a good way to avoid alienating them. Ironically, this may be the most effective way to make allies with random people, giving them full access to all of your resources and your considerable efforts to be hospitable will generally remove any want to take your items. (As always, this may backfire). If a server has an online dynamic map or if the Rei's Minimap mod is allowed (most likely), USE THEM. Rei's Minimap helps you understand what structures are ahead of you, and Online maps show everything and also show locations of players. Forgo any advantage you can get your hands on. Whether it'd be a Drop Party or an organized PvP match, participate in server events and you'll be known by most members in the server. This means people will have second thoughts of attempting to kill you. This one is obvious. Make sure to be friendly and caring with your members. Give items randomly to the squadron. Make an Army, Navy, and Air Force if you must, but let them mingle. Give crate keys to your teammates if the server has a crate system. And make sure to not act stuck up. Listen to their opinions. If you want a Mega-Uber Skull Laser Chainsaw Castle of Death™, and your friend wants a smaller base, compromise. Let's say you're on a faction server and you have many enemies. Your base has not been found until now. Two players each holding a Sharpness V, Fire Aspect II, Knockback II sword and wearing Protection IV armor are directly outside your base setting up a TNT cannon. You should always have defenses that are innately active, such as obsidian and water to negate explosions and if available, a spawner that can funnel out mobs on command (go exploring for spawners) to distract and dangerously deter, or snow golems to break armor. If you have these, don't jump down and PvP. Wait for the spawning mobs to break their armor, or call for your faction members and allies to assist in defeating the enemy. In these cases, booby traps are good, so set up booby traps everywhere where the enemy can't find them. In fact, make some that are meant to make the enemy know about the traps but it itself is a trap. These work as warnings and signals. Use tripwires and wool under them to use as signals for example. If you're building a massive fortress near the spawn, a griefer or simply a plain idiot might run behind you and kill you, disassemble your fortress and run off with your materials. Well, the easiest method to prevent this is to build your house away from spawn and try to survive a good distance away from spawn. It is usually a good idea to use a home-setting command around this area where you wish to live, as if it is a long way away from spawn and you die, it's a long walk, or mad chase if there are spawnkillers with diamond armor and enchanted diamond swords. Using the /home command if you used /sethome cuts the time getting to your safe zone drastically, usually having the spawnkillers and griefers be dazzled in confusion. The best way to keep your most precious valuables is to put them in an ender chest. Then put a chest in your house with basic invaluable items in it (with a few valuables mixed in to help fool them), and bury a chest with 8 obsidian, an eye of ender, a crafting table, and other less semi-valued objects in it a short way away from your house. Even if your entire house is a crater and the ender chest you placed is destroyed, the chest you buried will still be safe, and you can craft an Ender chest with what is in it to access all your valuable items and loot in there, as well as the loot in your actual chest. Getting started on a server The following is a step-by-step tutorial on how to survive while being new to a PvP server. Follow in this order: Tip: You must have a fallback in your base in the case of hard times. This means: A lot of times in single player survival Minecraft, you are going to need something. In factions, you are going to need it a lot more because you are competing with other people for it. Some ways to get it faster: Despite lag making people randomly visually act, cause injury because of damage just showing up, and crash the server, it may still be useful instead of a nuisance if you know how to control it to your advantage. Whenever you hit someone under the effects of a lag spike, there is a chance that they won't be hurt and can escape. You can use this time to run when a lag spike comes, therefore you may escape if necessary. Keep in mind, lag also delays redstone machinery, meaning if there's a staircase that only activates when you're on a pressure plate, you can get up easier. There is that one case of being left for green. This means that your squad disbanded, you are out, all alone with maybe a few enemies a kilometer or two behind you looking for you, and you're starving. Be independent. What if nobody is there stupid to help you? What if your leader takes all the valuables and leaves their troops out to die? You must gather resources, get help of any kind, whether it be a lone man just with a stone toolkit or a juggernaut in Protection IV armor, and you must be careful and start your own faction. Tip: Since anyone can be bought…eventually, keep your own secret, hidden, well guarded bases. Never tell anyone about it. It is for you and only you. Be smart with what you learned. Many people know how to make traps. That is good on one hand, but on another, they might not know how to use their knowledge to their advantage. Combine traps and improvise offline. Think first before charging ahead to do something. Think first of the necessities, which are supplies, and deal with the secondary needs after. If you stand no chance, save what you can save and run. If you're nearly killed, and have no hope of victory, run. And don't let yourself be lured into 1-on-1 PvP unless you can win. Use your mind over your in-game muscles. Most important is to use your environment wisely. For example: if you're in a jungle biome, run into the trees and attack your enemies! If you're in a big NPC-village with iron golems: make your foe hit the Iron Golem, then run off and snipe the foe! If you're on a small island in an ocean biome: get a boat, sail a little away, and use your bow to take down that diamond-armor juggernaut! While in the Nether, surprise the enemy with a bed and kill them with the explosion! While in The End, spleef your enemy into the void for a sure victory! It will all be yours if you succeed! Your sword might be a strong weapon, but your bow is even stronger if you use your mind. Also, don't be scared to use potions: they can give you a great advantage over your non-potion using enemies. In other words, take into account all your advantages, all their advantages, and weigh the options. Sometimes, you need to guess and check. The most important ones are your advantages or disadvantages in: Be aware of your surroundings, even when playing casually, to avoid being ambushed. Let's say that your base is in the sky with a public chest containing some equipment. Then, all of a sudden, you come down with one teammate and realize that the base is being raided! In the chest, you find some string and cobblestone. The enemies are in iron armor. Now, if the raider's armor was not enchanted, then you're in luck. A stone sword against iron armor with no buffs deals a full heart of damage. A fully charged bow does about as much damage as a diamond sword. Even if you have no armor, you still somewhat stand a chance against those two since it's you and your teammate fighting them. You do not need to be the same size as long as you can beat them. If you and your teammate are strategic, let's say they stick together, and your enemy doesn't, then you are almost guaranteed to kill them, that is if both of you have at least stone swords and they are alone with an iron sword and full iron armor. If you got lucky enough to mine a diamond sword, bring that out too: if you can, enchant with even just Sharpness I, which will do about 5HP hearts every hit. If you somehow have gotten a Strength II potion, maybe by buying it on a server, then DRINK IT! It will multiply your damage by 3.6, so that 5HP, if you make that a critical hit (by falling when attacking) (will do 7HP hearts) WITH Strength II, then you just might have killed your opponent in one or two hits. You may be thinking that people who have lost so much that their anger is uncontrollable are going to go psycho to win and when people come with supreme equipment you should be scared out of your wits, since that "causes" adrenaline. No! Anger and fear are both factors to defeat. When either happens, whether it be an attempt to kill a player who has diamond armor with your fists or combat logging just because you are so scared that you have to go to the bathroom of fear of peeing in your pants, you will most likely forget all the tips you have learned until you get back to your senses. Avoid that. Now, you must stay calm. Run for cover, and don't stop to watch the deaths of your teammates. If you have one, drink a Potion of Swiftness (the second tier is highly recommended), and keep running. Do not turn back, do not look back, do think of what's back there, and do not stop. Just keep running until you reach safety, whether it be allied or peaceful territory, or a secret place. Don't stop. Stay sharp. Remember what's been said about not trusting anyone? Your turn to chip in to take a stab at backstabbing. Create peaceful factions for your team. Their only purpose is to earn supplies while being impossible to touch. If two players in diamond with enchantments come and raid your base, and you're 4 people in iron, and only you have a full set of diamond equipment, do not bring it out! It is obvious you don't stand much chance as you are overpowered. You do, however, need to keep potions of Strength and Speed at a minimum. Also, keep flint and steel, along with fire aspect swords and bows, along with you. And if you find generation errors that create gateways to the Void, use them. Don't forget to keep your dispensers loaded and ready to fire with arrows, damage splash potions, and fire charges. The reason why this equipment and these traps can beat people in diamond is because they go right through their armor. Nothing, not even diamond armor, can resist their effects (except for arrows. Fire, potion effects and Void damage are the only lethal things unaffected no matter what kind of armor.). Also, a potion of invisibility will mean no one will know where you are attacking from! Remember the gift of decoys. Say you have nothing at all and you were just a player that started in a faction war faction. Use your expendable condition. Say there is a hall of traps designed by a redstone scientist. Throw yourself at the traps, run like a madman, break those hidden redstone clocks, and just kill your player on those lethal traps so your faction can zip in and break a hole in their obsidian shield. To victory! On some servers, the PvP can take place in real life, as well. If you have many friends who play Minecraft, you can call them to join your (allied) faction, which will make strength in numbers. If one of your friends is good at persuading or knows a lot about strategy, that's even better! Also, if you know your in-game enemy well in real life, you can somehow reduce the time they can play or have a talk with them, so they may have a change of heart. No matter how your opponent fights, they are bound to have some kind of weakness. Wastefully attacking where they are well defended won't work, and you will usually have to change your plan accordingly. Is he not using a shield? Abuse yours extra hard by blocking all their hits. Debuffing you with splash potions? Chug some milk. Shielding your arrows and tridents? Whip out the Piercing enchantment. Not even the heavily-geared Netherite player is invincible: you can bypass their armor with splash potions and tipped arrows. This also brings to the next point: Just as you adapt to your opponent's tactics, your opponent will adapt to your tactics. If you see your opponent change their actions, think about why he is doing that. Don't rashly play into their hands. If your opponent just placed blocks to stop you from shooting them, stop shooting them and attack up close. Just as your opponent counters your actions, you need to counter their actions. Your plan of bypassing their Protection IV Netherite Armor with tipped arrows may be a sound plan, but if he starts holding down their shield, you'll have to change. If you, say, start shooting with your Piercing Crossbow then you're golden. As long as you are devising and implementing counters to your opponent's counterplay, then until your opponent figures out what to do in response, you have the advantage and you should press it. The longer one plays reactively rather than proactively, the more of a disadvantage they are at. It is said above regarding running in traps (refer to "Diamonds aren't the key to victory") being a tactic that will fool the enemy, this makes it a rather effective attack. Always use psychology as a weapon! When running into a row of tripwires, the enemy might find it as a suicide attempt and not as a double trap, although not likely since most people will tend to just chase you. However, if you have a circuit that makes it so that the first time somebody runs through it, there is a chance your enemy may think that it's a dud or just a scare for the raiders. Once they step over it, though, the trap activates. This makes it useful since it can make the enemy think you are intending to run away when you're instead luring them into a death trap. If you have any type of invisibility potion or maybe you are just good at not being noticed, you can easily lure the enemy away from your actual position, then jump-attack them when they are least expecting it. This can be the key to a neck-and-neck battle, where your enemy's equipment is as good as yours. Gallery See also Tutorial:Traps References Notes Navigation Navigation menu |
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Tutorial:PvP (Java Edition) PvP, an abbreviation of player versus player, refers to multiplayer combat in Minecraft where players fight other players. This guide covers Java Edition PvP in the most modern versions of vanilla Minecraft. For other version-dependent PvP environments, see PvP. Contents PvP terms PvP kit types A kit in PvP is a pre-determined loadout of items. Kits function as PvP gamemodes, and require different skillsets from one another. The following list includes kits that are officially recognised by servers and tier testing, and are thus commonly practiced: PvP equipment A combatant's equipment is an important factor in PvP, as it determines survivability, damage output, and versatility. Having good gear does not guarantee success, as skill is far more impactful in the modern combat system. Becoming familiar with the usecases, strengths, and weaknesses different equipment is an important aspect of PvP. Swords are the best weapon for doing combos, as well as for breaking out of an opponent's combo, due to their high attack speed. While they also have the special ability to do sweep attacks, this is only useful when fighting an opponent's wolves. When all four melee weapons have maxed out enchantments, swords have the highest DPS and the third-highest damage per hit. Axes are essential for their ability to stun shields, and are the second-best weapon for dealing high-damage single hits. When all four melee weapons have maxed out enchantments, axes have the second-highest DPS and the second-highest damage per hit. Tridents can be thrown as a projectile or used to escape threats using the Riptide enchantment. When all four melee weapons have maxed out enchantments, tridents have the lowest DPS and the lowest damage per hit. When all three ranged weapons have maxed out enchantments, tridents are tied with crossbows for the fastest charge time, and have the lowest damage per hit. Maces have the ability to deal devastating smash attacks after falling, and are the best weapon for dealing high-damage single hits due to the Breach enchantment. When all four melee weapons have maxed out enchantments, maces have the third-highest DPS and the highest damage per hit, even without doing smash attacks. Bows are the best ranged weapon for dealing damage, and can also be used to quickly spam uncharged arrows to deal chip damage. They are also the only ranged weapon with access to the Flame enchantment, and are thus essential in Cart PvP for activating TNT minecarts. The Punch enchantment greatly helps with bow spamming, as it increases knockback, making it harder for the enemy to reach the player. When all three ranged weapons have maxed out enchantments, bows have the slowest charge time, the highest damage per hit, and the second-highest DPS. Crossbows are the best ranged weapon for spreading tipped arrow effects, and for the utility of having an instantaneous long-ranged shot that can be used at any time, so long as they have been charged in advance. When all three ranged weapons have maxed out enchantments, crossbows are tied with tridents for the fastest charge time, have the second-highest damage per hit (by use of 7 star firework rockets), and have the highest DPS (Quick Charge III with 7 star firework rockets). Armor is essential to have for PvP, as failure to equip any armor will result in near-instant death. Different armor material types have differing amounts of armor points, armor toughness, and durability. The armor material types with zero armor toughness are extremely frail, and thus require high levels of Protection to be useful. Shields are an essential defensive tool, as they block 100% of melee, ranged, and explosive damage when active, and block in a 180° arc in front of the user. When using a shield, there is a 250ms delay, ping not accounted for, before the shield becomes active. Shields that are in the active state will become stunned for 5 seconds if hit by an axe, regardless of the axe's attack cooldown percentage. The durability loss a shield endures is dependent on the strength of the blocked attack, with attacks dealing 3HP or more taking durability damage equal to the strength of the attack rounded up. They have 336 durability. A combatant should make sure they have a full hunger and saturation. Reaching 20 ( × 10) hunger after eating food causes health to quickly regenerate at the cost of saturation. Health also passively regenerates slowly when hunger is at 16 ( × 8) or above, and stops when below that amount. Additionally, if hunger dips below 6 (), sprinting becomes disabled. The best food types are those that have provide high saturation when consumed. Golden carrots, steak, and porkchops are the food sources with the highest saturation that are still able to stack to 64. Golden apples and enchanted golden apples directly provide Regeneration and Absorption alongside having good saturation, making them the best food types. Blocks are useful for obstructing attackers and making escapes. They are especially useful in tight spaces like tunnels for blocking off a pursuer. They can also be used to pillar up to safety in a fight, at the cost of becoming vulnerable to being knocked off by projectiles. Some blocks have unique properties, such as high blast resistance, flammability, or being openable. Openable blocks such as chests or barrels can be used to counter cobweb or lava users by having them open the block when they try to place cobwebs or lava. Potions apply a variety of useful effects. These effects can strengthen allies and harm enemies when thrown as splash potions. In addition, lingering potions allow for a larger potion radius, but do not deal their effects on impact, and are expensive to brew. Drinking a regular potion takes time and leaves the user open, while splash potions can be used in quick succession. In the middle of a fight, it is most practical to splash them at the user's feet, especially when using splash potions of healing. Lingering potions are useful for either making an area inaccessible for a while or allowing everyone in a team to heal together. Using negative splash potions and lingering potions as throwable projectiles is not advised, as the throwing distance is short and each projectile takes up an entire inventory slot; tipped arrows are optimal for this instead. Ender pearls can be used to escape opponents, allowing the user to heal, or to pursue a fleeing opponent. Ender pearls inflict damage to the user when landing, damage that can be reduced by Protection and Feather Falling. Ender pearls can be used to scale walls, done by placing a block below one's self upon landing into the wall. A ender pearl stasis chamber can be used to teleport out of a dangerous situation if activated remotely. Water buckets can be used to obstruct opponents, buying more time to escape by slowing them down. It can also be used to avoid taking fall damage, destroy cobwebs, put out fires, and travel up walls. Lava buckets can be used to damage and slow opponents, as well as to create small barricades. The Protection enchantment greatly reduces the effectiveness of lava as a damage option, making lava buckets more practical for low-power fights. Redstone can be used to create traps and TNT cannons. Building a trap in a strategic location and luring the opponent into it can be an easy way to win a fight. However, constructing traps or TNT cannons using redstone in the middle of a fight is highly impractical, and thus traps and cannons that are easier to build and do not use redstone are preferred. End crystals can be placed on obsidian or bedrock, and when punched cause an instant powerful explosion. They can also be placed and exploded rapidly, but in order to do full damage and knockback on an opponent, the user must first knock the opponent up near the end crystal, or place the obsidian and crystal as the opponent is midair, for maximum effectiveness. As long as the user is at least 1 block below the exploding end crystals, the user takes little damage from the explosions. Respawn anchors when given a piece of glowstone can be right clicked on for an instant powerful explosion. Unlike end crystals, respawn anchors do not require a block for them to be placed, allowing them to be placed right at an opponent's feet without having to hit them up. However, respawn anchors cannot be activated in rapid succession and cannot be used in the Nether, unlike end crystals. Respawn anchors also pose a higher threat to the player using them than end crystals do, and thus it is recommended to place a block between the user and the respawn anchor before activating it. Beds are the Nether counterpart to respawn anchors, and have the benefit of not requiring a fuel source to activate. TNT can be used to build traps or deter opponents from approaching or chasing. TNT can also be used in specific formations to launch other TNT towards opponents. TNT minecarts can be used offensively in a similar way to respawn anchors, and are activated instantly with a bow enchanted with Flame. The damage of a tnt minecart explosion is influenced by the velocity of the Flame arrow that activated it. Flint and steel can be used to alter the battlefield by setting surfaces on fire. Due to the Protection enchantment, fire damage is largely negligible and is instead useful for the movement disruption inflicted by it. The screen effect incurred from being on fire also obstructs a player's field of view, however this can be circumvented by use of a low-fire resource pack. Fire charges are identical to flint and steel when used as an item, but can also be fired by dispensers. Flint and steel has only 64 durability, and is therefore used up in the same time as a stack of fire charges. However, flint and steel when enchanted with Unbreaking becomes the superior option. Cobwebs slow any player caught in them to a crawl, trapping them and make them easy targets. Ender pearls are the best way to escape from cobwebs, and water buckets can also be used to destroy them. They can also be destroyed with a sword, however being inside a cobweb whilst not being grounded causes mining speed to decrease dramatically, making this a poor escape option. Cobwebs can also be placed on one's self to act as a barricade against attacks, so long as no part of the player is exposed. When held in the offhand, totems protect the player from a lethal hit (except from the void), and grant them temporary Regeneration, Fire Resistance, and Absorption. Totems can be quickly re-equipped by hovering over one in the inventory and pressing the F key to replenish the offhand, or using hotkeys/Shift+Right Click (not rebindable) to replenish the mainhand. A totems of undying only returns your health to 10 at the moment of use, and wipes potion effects. The severity of the screen obstruction that occurs when a totem activates can be reduced with a resource pack. Mining tools allow for modifying the terrain, tunneling away, and destroying defenses. They are most useful when enchanted with Efficiency, as this increases their mining speed. Shears also disarm tripwire traps without triggering them. The elytra can be used to travel long distances at high speed, surprise attack enemies, make quick escapes, and become difficult to hit. Wearing elytra dramatically reduces damage reduction due to taking up the chestplate slot. Having Mending on the elytra, as well as a supply of experience bottles, is recommended for sustained use. Elytra can be used in tandem with a mace to deal smash attacks with better precision and safety, however the elytra must be unequipped the moment the smash attack is dealt for the smash attack to activate. Fireworks can be used to boost with an elytra. Fireworks made with firework stars can be fired as explosive projectiles using a crossbow, with higher star counts resulting in higher explosion damage. Horses can be used to travel around the map quicker, as well as to reach high places using their high jumping. While getting hit on a horse prevents knockback to the rider, horses are not recommended for direct combat. This is because horses have a random chance to be stunned when taking damage, making themselves and their rider vulnerable. They are also quickly killed by attacking players, and are outclassed by elytra for travel. When using a horse, having a supply of hay bales to heal it is recommended. Tamed wolves will aid the player in combat by targeting the last entity that was hit, or the last entity that hit their owner. Meat food types can be used to heal wolves and cause them to breed, making more wolves. Equipping a wolf with wolf armor is highly recommended, as failure to equip wolves with armor causes them to die quickly to attacking players. When using wolves, having a supply of armadillo scutes to repair their armor is recommended. Due to the way wolves jump when attacking targets, they often miss their attacks. This in combination with their low movement speed, damage output, and health pools causes wolves to be poor allies in combat, requiring a large army with status effects for wolves to be useful. Enchantments for PvP Power increases damage dealt by 50% for the first level, and by 25% for each subsequent level. This results in Power V giving a total damage increase of 150%. Breach decreases the effectiveness of a target's armor by 15% per level. This results in Breach IV giving a total armor effectiveness decrease of -60%. Density is a must-have in kits revolving around repeatedly chaining mace smash attacks. However, for kits that do not offer wind charges or an elytra, Density is completely outclassed by Breach. Flame sets the target on fire for 5 seconds per level. This results in Flame I inflicting 5 seconds of burning, dealing 1HP each second for a total of 5HP over time. Burning damage does not take effect when the target is already taking damage from other sources, such as melee/ranged attacks or explosions. Punch increases the amount of horizontal knockback inflicted on the target by 3 blocks per level. This results in Punch II dealing 8.792 blocks of knockback. Knockback is not a recommended enchantment for the majority of PvP kits. The enchantment makes it more difficult to combo in PvP that doesn't have netherite armor, and makes it easier for your opponent to back out of combos even in PvP that does have netherite armor. The Knockback enchantment's only usecases are in Crystal PvP, where Knockback I is used to knock opponents into end crystal explosions when spam clicking, or in netherite SMP PvP, where Knockback 1 can be used to combo more effectively at the cost of combos being easier to back out of. Protection is required in all forms of PvP, as armor without any Protection enchantments is incredibly frail. Having a piece of Blast Protection armor is required in Crystal PvP and Cart PvP, as not having any Blast Protection results in instant death to two crystal explosions even with a totem of undying equipped. Having more than one piece of Blast Protection armor is not recommended, as having only two pieces of Protection armor will result in dying quickly to Strength II-boosted melee weapons. Projectile Protection increases projectile damage resistance 8% per level. This results in a Projectile Protection IV armor piece giving a total projectile damage resistance increase of 32%. Both Fire Protection and Projectile Protection have no usecases for PvP. This is because sacrificing Protection for one of the two is never worth it, regardless of the type of PvP kit. Feather Falling is not mutually exclusive with any other enchantments, so it is always worth having. Thorns is not a recommended enchantment for PvP, as the damage of thorns becomes inconsequential against the Protection enchantment, while still massively harming the sustainability of your armor. In addition to this, when Thorns inflicts damage on the opponent, it will grant them knockback immunity for 0.5 seconds, as all indirect damage sources do, which disrupts combos. Bows are virtually never at risk of breaking in a PvP fight, so Infinity is always preferred over Mending in a PvP environment. Unbreaking is essential to have on armor, as armor durability is a key factor in high-power gear PvP. Excluding shields, it is not as important to have Unbreaking on other items, as they are very unlikely to break from full durability in a PvP fight. Mending, like Unbreaking, is essential to have on armor, as armor durability is a key factor in high-power gear PvP. It is important to omit having Mending on equipment other than armor in a PvP fight, as repairing armor using bottle o' enchanting must take priority over repairing other equipment. Loyalty is not a recommended enchantment for PvP. This is because tridents are poor weapons for damage-dealing, leading to the utility of Riptide being far more useful. Riptide is the main reason to use a trident in PvP, as tridents are poor damage-dealers, resulting in the utility of Riptide being their best usecase. Curse of Vanishing can be useful for preventing opponents from collecting your gear in a team-based PvP fight. Quick Charge is an essential enchantment for crossbows, as it drastically increases their DPS and rate of spreading tipped arrow effects. Spamming arrows with a Quick Charge III crossbow is a viable strategy, as it will repeatedly damage an opponent's armor and make it difficult for them to approach. Piercing is most useful in low-power PvP kits, as the utility of letting a crossbow ignore a shield is very helpful. Piercing also acts as a pseudo-Infinity enchantment that works with tipped arrows, however the arrows have to be picked up again manually. Piercing becomes less useful as gear becomes more powerful, as Multishot begins overshadowing it for the utility of spreading tipped arrow effects when the crossbow itself stops dealing meaningful damage. Multishot is incredibly useful in high-power gear kits for the utility of spreading tipped arrow effects. It also by nature makes it easier to land arrow shots, and drastically increases the effective coverage of shot firework rockets. Status effects for PvP PvP settings It's important to determine the best settings for you. Settings don't improve your fighting skill, rather they make your fights more comfortable. It is discouraged to constantly change your settings to try to find the "perfect" setting that will "magically make you the best". Get settings that don't limit your gameplay and get skilled with them. Having more FPS is incredibly important if you have a low-end system. Tone down most of your graphics, such as setting it to "Fast", turning down your render distance, and turning your FPS cap to unlimited are some examples that can somewhat improve your FPS. Additionally, you can also turn off particle settings as some particles are too obstructive such as the crit particles and totem particles, but this also means you need to listen to your sounds more carefully due to lack of a visual sign that is usually seen in these things. Next are your controls. First, modifying your keybinds is totally up to you. Using the default 1-9 isn't recommended, as the numbers past 4 or 5 are inconvenient to reach. Although using the scroll wheel in your mouse can be helpful, keybinds are faster and more accurate than using the scroll wheel if you become good with your keybinds. Your mouse sensitivity is also dependent on each player and choosing one that you're comfortable with is essential with getting better aim. With a high sensitivity, your crosshair would start becoming shaky and you won't accurately track your opponent as your mouse is too fast, while if your sensitivity is too low, your rotation is too slow, thus you won't be able to track your opponent that moves too much and too fast. Other settings to change are turning Auto-jump to off and turning your sprint to "Toggle". An ideal FOV is any FOV above 80-85, letting you see enough so that enemies can't strafe behind you easily but not making opponents too small if they are at the edge of your reach. Its best to turn off FOV effects as well as Damage Tilt completely, as they cause your screen to warp and shake during fights that makes aiming much harder. Resource packs are optional but sometimes they make your PvP experience more comfortable. Some vanilla textures in the game obstruct your vision too much, such as food, explosion particles, swords, fire, and offhand items, so texture packs reducing the size of those are definitely recommended. While resource packs that function while minimally modifying the vanilla aesthetic are called overlays, one may opt for a resource pack with cosmetic changes, too. Mods are also important and some of these are tailored for PvP combat. Sodium and FPS-increasing mods are incredibly essential and PvP clients like Lunar, Badlion and Feather feature modules that significantly help in combat. PvP locations The location where PvP takes place affects general gameplay and can affect strategies. This is when two players fight in the naturally generated terrain of Minecraft. In this type of fight, players decide on a designated area or may be unexpectedly attacked (underground, caves, cliffs, or strongholds). One can also add custom features into the natural terrain, normally player-built structures. This is PvP that takes place in a unique area or challenge map. Players that are friends may decide to create or use a challenge map that facilitates PvP. The players may choose to divide themselves into multiple groups, enjoy a free-for-all, or any other distribution of players that fight among one another. Players may prefer to build an arena for the sake of organization or aesthetics. A hazard is any area that's dangerous or disadvantageous to be. Most likely its a lava pool, ravine opening, or for a particularly experienced player, even just a wall that's easy to headweb against. In any case, both players want to stay away from it and force the other player into it. When playing around a hazard, strafe around your opponent constantly and stay low to the ground, letting you move more effectively to put them in between you and the hazard. Whether you're successful or not, you'll need to push your opponent back and gain ground. To do this, disable their shield and don't let yours be disabled, at all costs. Use techniques like Shoving to advance forwards consistently without taking much knockback or Uppercutting to gain lots of ground very quickly. If your opponent crits you, Sidesweeps are a viable option (only if you're losing) to run around behind them and flip the scenario on them. PvP context It is important to note the context in which PvP takes place. Friendly PvP is when two or more players agree to PvP for friendly practice and training only. Friendly PvP is great to play on LAN. It is the least hostile option for PvP as it: In organized PvP, players agree on the circumstances of their fight, and then battle. The victor may be agreed to receive anything, from diamonds and emeralds to proven superiority to nothing at all. This type of PvP can be highly competitive and players may need an impartial judge to moderate. This is when someone surprise attacks you without warning, and is mainly common in SMP PvP. If you have better equipment than your attacker, you will likely be able to kill them. At this point, there is no better time to give it your all. Utilize anything and everything at your disposal to destroy your opponent — any method that Minecraft provides, you should exploit. (Combat-logging, hacking, and other out-of-game methods are unacceptable except on select servers.) Always carry extras. You never want to be stuck in battle without a weapon. Therefore, extensive measures must be taken to ensure that equipment can be readily replaced in a fight, such as enchantments, extras, and consistent resupplying. Press any advantages you can, and consider fleeing if you don't think you can win. There's little point in being honorable, and more point to staying alive. Make sure to understand your disadvantage if you are attacked unexpectedly. Your opponent likely has applied potion effects or eaten golden apples in advance, giving them saturation and absorption. To stand a chance against them, you'll need to do the same. Keeping combat healing items, ender pearls or potions on you as well as in your hotbar can save you in those situations. In this type, 2 players spawn in a set map with an arranged set of equipment, thus the name of PvP. Practicing kits are important in learning the basics of PvP. And the kits can also be customizable depending on the server. Minigames are typically played on dedicated minigame servers. Some popular ones include Bedwars (where each player/team has a bed that allows them to respawn if it is undestroyed), and Capture the Flag (where each team tries to steal a banner/wool from the other team). Many other variations of these games, and some more niche minigames, also exist. Each minigame will typically have its own set of rules, as well as a shop or class system (although this is not true for all minigames). To gain experience in this kind of PvP, it is recommended to try different kinds of minigames, and find one/some that you enjoy. Minigames are technically a form of Organized PvP, but are normally on a dedicated server. Melee fundamentals The majority of PvP is melee based combat: using your sword, axe and shield to damage your opponent directly. Swords and axes are the strongest and most damaging non-crystal PvP weapons in the game, apart from maces which are typically restricted to their own gamemode. Choosing your offhand item is an important decision, with the most popular choices being a shield, totem of undying, or food. There are two main avenues and essential concepts for attacking: sprint-knockback attacks and critical hits. There are many techniques and maneuvers you can use in PvP to give yourself a large advantage. This is the next step in complexity in PvP up from just critting and shielding. These are some more complicated and high level techniques. Many of them build off of other techniques and are more useful against better players, used to counter other more basic techniques. Shield fundamentals Shields protect all damage and knockback infront of the user when active, aside from arrows from Piercing crossbows. Shields have 250ms delay between being raised and being active. They are disabled for 5 second when hit by an axe, regardless of the axe's attack cooldown charge. Disabling the opponent's shield is a huge part of SMP kit, giving a 5 second window where they aren't able to protect themselves effectively. To disable a shield, hotkey to your axe and spam click 2-3 times, then immediately swap back to sword. Later in this section are some special ways to disable your opponent's shield to give you an advantage. Don't wait to charge the attacks: axes are inefficient at dealing damage. You can attempt to disable either when you see them put up shield, which requires fast reactions and good hotkeying, or by predicting when they will shield. While fighting, try to watch their shield patterns and learn them so you can predict them in advance. In addition, most players will shield with the following patterns: Be careful when your shield gets disabled. Did you shield in a predictable pattern? They might have learned that pattern. Be careful before repeating it. Once you disable their shield, you have a 5 second window where they cannot block any hits. To take advantage of this, you can use 2 different follow ups. When your own shield is disabled, you are very vulnerable to crit or combo follow ups. By far one of the most effective ways to play while your shield is disabled is KB hit trading. Back away and try to bait your opponent. Trade KB hits with them, holding S after each hit to get too far away from your opponent to be comboed. This is a very slow playstyle and your shield will come back up soon. The reason it works so well is that if your opponent attempts to block your hit with their shield, you can easily either disable it or back away from their hit before they lower their shield, rendering their shield advantage useless. Another trick you can use when your shield is disabled is literally to pearl out and heal. If you can safely get the pearl off, you might avoid a very costly encounter. It might seem sort of hacky or cringe, since you're just running away whenever you're at a disadvantage, but your opponent can't do anything besides cry about it. Don't do this if you are going to get crit out while the pearl is in the air. Here are some shield related techniques you can use. Some of these are very difficult to perform, and some of them delightfully simple, but they can give you a significant edge in getting more effectiveness out of your shield. Ranged fundamentals Bows and crossbows can be used to attack and snipe at a safe distance. Learning how to use bows and crossbows effectively is an important aspect of PvP. There are various styles to shooting such as jump shooting, aiming upward and strafing to the right/left, spamming uncharged shots (bow only). Strafing from left to right when shooting is the optimal way to shoot from mid-range, as it can help you avoid an opponent's shots. To hit a moving target, lead the arrow ahead of them some blocks depending on their distance and ping. Sniping is attempting to hit targets at long range with a bow or crossbow. Done well, sniping can deplete a weak target's health or knock them off a cliff. This tactic by itself can be ineffective if not followed up with melee combat, as shields and healing are certain counters to the exclusive use of bows and crossbows. However as a method to drain your opponent of resources, such as armor durability and food, sniping them can make a difference. At further distances, the level of precision needed to have a good hit rate increases, and the innate randomness value of arrow shots becomes a problem. An 8-degree pitch shot with a bow will hit a target between 47 and 52 meters out, and a 37-degree angle can put shots out to around 120 meters. The pitch of your shot can be viewed using the F3 screen. Generally, aim 1 degree up for every 4 blocks away your target is assuming they're at level ground with you (Pitch = (distance - 18)/4), compensating for their movement appropriately. For example, to hit a target 50 meters away, aim up by 8 degrees. 62 meters away, aim up by 11 degrees. 74 meters away, 14 degrees. If a player is higher than the user, a simple way of compensating is to look them in the face and set that as your zero. This works for relatively flat shots that aren't at an enormous range. If a player is 9 degrees up from the user and appears to be around 60 meters away, a 19.5 degrees pitch is a good approximation of where to aim. Sniping is a skill that becomes feel-based at higher distances, making practice essential. General fundamentals Longer term, overall strategy during fights to make the most out of your PvP skills. This section will detail how to heal yourself properly, win fights when outnumbered, heal your armor, and use your utility items properly. You can heal faster by having high saturation, or by consuming a healing item like a golden apple or a potion of Healing. Foods with high saturation such as golden carrots are preferred as more saturation translates to a longer period of faster healing. Since healing by eating normally takes some time and slows you down you want to do it while sprint jumping away if you can't ender pearl, preferrable after separating from your opponent as well as possible. KB hits, cobwebs, and blocks can all help you get away. If your opponent is healing, make the most of that time. Crit them out to drain them of resources if they are close. If they aren't close enough for you to reach this, do something else such as healing or refilling your hotbar. Just running at your opponent doesn't help you. Its also common for players to KB hit their opponent on the last hit while their opponent is healing. This sets their opponent up for a combo when they finish eating. When you meet with multiple people that have the intent on killing you, the best option is of course run or negotiate for peace. If that's not an option though, you'll need to figure something else out. Utilities are your backup weapons in a fight. The most effective way to use utilities is to have just a couple in your hotbar and become quick and experienced with using them so you can constantly bombard your opponent with effective secondary attacks. In various kits, players are given stacks of bottle o' enchanting to repair their Mending armor. Without proper XP usage, you will waste a significant portion of your XP and your armor will break earlier. Before repairing, make sure to back off way before your armor breaks (preferably when your helmet/boots dips to below 70 durability). Use XP bottles to heal your armor if it gets low. If your shield has mending, all the XP will go to healing your shield, so take off your shield while doing this (shields don't take enough damage to fully break during a fight, normally.) XP bottles heal all your armor evenly, but your armor has different amounts of durability. Your helmet will break while your chestplate still has 1/3 durability. XP bottles only heal armor pieces that you are wearing, though. Take off everything but your helmet and heal it to 100% durability. Now put on your boots and heal them to 80%. Now take them off and heal your leggings to 75%, and then chestplate to 70% durability. Also, make sure you're not too close to your enemy while repairing, since they can get free hits on you, wasting your bottles. Playstyles It's extremely important to know how to play and when. Knowing how to deal more damage than your opponent is necessary, but you have to be able to chain your manuevers and gameplay together to really press your advantages and turn a mess of hitting things into a cohesive playstyle. First we'll examine the two most basic playstyles, playing Defensively or Offensively, and how to counter those playstyles. The most common playstyle in SMPs, a defensive playstyle involves constantly keeping a little between your opponent and playing reactionarily. You will be playing slow and winning by Armor Drain, steadily but surely. This playstyle is very effective against players that seem to have good aim and fast mechanics, but have worse strategy and might be too eager to rush into things. This is how to pull it off using your kit. Defensive players need two things: they need to be able to run away from you, and they need to safely survive to drain your resources. An aggressive playstyle is constantly pushing your opponent, never allowing more than a short break. It mostly relies on being able to play faster than your opponent, making them panic or forcing them into bad decisions. You are often able to drop your opponent when they can't escape your quick damage. It requires strong mechanical skill and versatility with melee mechanics. Aggressive players want to disable your shield and catch you in a bad situation to crit you out. You're gonna need to react to all they're doing and avoid getting dropped at all costs. Minecraft ping is coded differently from other games. The two differences are that you can hit a player when you can hit them on your computer, even if your opponent and the server agree you can't yet, and your knockback is delayed by your ping. If you have 100 ping, you only start taking knockback after the 1/10 a second has passed for your computer to find out you got hit. Fighting Ping: Any opponent that has ping has slower reactions. Strategies like No-KB crits that require immediate counters work very well. Their shield disabling will also be very delayed: you can get away with much more aggressive shield usage. Don't try to combo against ping as much because their knockback is delayed, giving them a window to hit you. If you do, use Silly Circle Hitting or side strafes to make them miss, since laggy players often have more trouble hitting you. Low ping players should play more defensively since they can react very quickly. Using Ping: You are far harder to combo on high ping, since your knockback is literally delayed, giving you an extra window to hit your opponents. Its better to be using an aggressive playstyle. Use the Spacing Techniques detailed earlier in the guide to get in constant extra hits and pcrits before knockback takes place. It's also more difficult for you to be KB hit away, so a crit spammy playstyle is very effective (and annoying) here. PvP misconceptions The world of PvP is vast as it takes place in a sandbox game, giving players many options, and not all of them are good, despite how tempting they may seem. A great way to learn your mistakes is to watch better players play and simply try to notice what's different. Why might they be playing that way or using that item? PvP kit tips Basic tips: Advanced tips: Axe is a very strategic gamemode. Autohitting and backstabbing are of great importance. It's very common to let the opponent disable your shield, autohit them, shoot them with a crossbow to push them away, and run until their shield is back. You need a good understanding of what each player has available to them, and therefore what move they want to make. Baiting your opponent into jumping could get you a free crit, turning the tide of the round. Bowing them near the end of the round when they have no shield might finish them off. At any moment you might only have one opportunity or play to make, and your job is to find it and execute it properly. Now each SMP might have a set of standard rules when it comes to fighting, such as netherite or certain potions being illegal. Even though this is the case, the tips here can still be used on SMPs regardless of their rules. For this kit, we're going to assume that the kit contains fully enchanted netherite armor, 2 netherite swords (one is fully enchanted with Knockback I, while the other doesn't have Knockback), a fully enchanted netherite axe, 2 stacks of gapples, one totem, around 4 stacks of pearls, a fully enchanted shield, 2 stacks of XP bottles and finally copious amounts of Strength II, Speed II and some Fire Resistance (8 minutes) potions. Basic tips: Crystal PvP is using end crystals and respawn anchors to defeat your opponent. End crystals and respawn anchors are capable of one-shotting players in full Protection IV netherite armor, and so it is generally regarded as the most powerful form of PvP. Many survival servers ban or disable these items, and even on those that do, getting large quantities of crystals and anchors can be time consuming and expensive. Crystal PvP is all about being lower than your opponent and setting off your explosives so that they damage them far more than they damage you. Basic tips: Basic tips: Advanced tips: UHC is unique for a reason, that is because of a game mechanic being absent, the ability to heal naturally. This meant that you can't heal on food alone, and you'd need the regen and absorption from golden apples to heal. Aside from that, UHC has a diverse inventory of melee, ranged weapons and utilities that players can use to their advantage. Players must be fast at hotkeying, and scrollwheels won't simply cut it, since hotkeys are more accurate and faster. Second, players must know how to use each utility to their advantage, and must know when to fight defensively to drain or offensively to drop your opponent. Blocks for example, can be used not only to build/bridge up but also to put out a lava or a water source block when placed down. Its an interesting mix of the melee combat similar to SMP kit and intense mastery of usage of utility items. PvP building Factions This can be done with a Factions plugin or through other means. This is when a group attempts to irreparably exterminate members on another group and later destroy or loot all property of the said group. These can range from a surprise attack to a formal challenge of two armies, and can have up to hundreds of warriors on either side (though this is extremely rare and may cause lag). In some servers, you may be asked to pick a team without knowing who is on it. If you can't hurt them from the outside, hurt them from the inside! If possible, join your enemy faction while you are still able to. If you get into their base as a faction member, wait until the faction moderators are all offline. This is the best time to strike. Take their best valuables, then break the furnaces, chests, and burn the items with a flint & steel. If they have a water mine, block the water. If they have a staircase mine, put a lava or two at the top. Go to the "/f home" and dig a hole. Put lava in it, from the ceiling and make a wall so as soon as they "/f home" they will constantly respawn in lava. If you have spare lava, fill the place with it! Make sure that there aren't any hidden chests, and destroy the farms if no one in the faction catches on. If possible, if they don't know you griefed/raided them, wait until they repair their bases with more food/loot and restart the process! Remember to give loot to your actual team after each raid. In most, if not all faction servers, there is a plugin that allows factions to claim chunks of land. If you are raiding a base, there is a 99% chance that they have claimed their base. So how do you get in? Here's how. If you intend to explore the full tactical armory of PvP, then a helpful one and likely the first is the raid. Simply put, a raid is the theft of materials from the property of another player and killing enemy team members. Raids can have pros, such as drain the opponent's resources that could later have been used against you, and increasing your own resources. However they can also have cons, such as increasing the likelyhood of you being made a target by others. Generally, raids are worth the risk. There are three different types of faction raids: There are two objects that are absolutely necessary if you want the raid to be effective and efficient: The first is always needed since this may take some time. However, you may wonder why the list contains an enchanted diamond pick. It's because you can break almost anything fast. Without a powerful pick like this, the odds are that the owner will have mowed you down before you could even get inside their base! Therefore, you must be fast. Choosing a base is easy, and really, an unmanned base is a dead base. When a minimal amount of people are manning the base, then you can strike. Steal all goods. Remember that your point is sabotage, and so you should dispose of all you didn't steal. If you really want to damage them, clog all entry points. Don't stay around too long, though. Take a minute longer and they might be online and hunting you down, in the end you're just wasting your time. Keep in mind that faction wars are not always about combat. It's about preparations and knowledge in order to turn the tide exponentially in your favor, such as how you can slay a player in diamond armor with only iron armor and win a battle before going out to war. You can't rush into an attack, you need to plan it. There's lots of ways to get a kill without having to fairly "fight" your opponent. Now say a new enemy has come and they have Protection IV armor, with a Sharpness V sword, and an obsidian base. Attacking them would be suicidal in a fair fight (unless you have better equipment). First, send someone to scout their base while you prepare a full assault. TNT their base and ruin the defenses. This allows you to eliminate their source of power. Then, send someone to cause a diversion to distract them. They'll be chased all the way until they come back and finds the smoldering ruin that was their home. Lead them to a premade trap such as a TNT minecart bomb and detonate it as they chase you over it. No matter how geared they are, they will be killed and their base will be undefended. Always make sure every fight is strongly in your favor. Go to reasonable lengths to ensure you can attack, but they cannot retaliate, or sacrifice to gain power, such as you losing 10HP through snowballing them, but in the process breaking their diamond armor. Faction wars are not always about fighting. Although the point of a Faction War is to demolish, a clear assessment about the other side is helpful in doing so. Let's go into another scenario. Another faction is the strongest faction but is secretive, stealthy, mean, and rich. Your faction has never liked them, and in fact, hated them. But in terms of pure force, your faction is outclassed. They need you. Now, they equip you with invisibility potions, a diamond sword, a bucket of milk, a splash potion of poison and 3 of Harming, a bow with 128 arrows, and 32 pieces of pork. Throw in some Fireworks for distractions, and you're ready to go. The whole faction depends on you! Now, as a spy, don't ever alert them to your position, because even if they don't know who you are, you are someone sneaking around their base, and they will pursue. To do that, you must follow some steps. Make note of details, as intelligence is most important as it can get you get one step closer to victory. Do not forget that secrecy is required. Report back to your base once you think you have more than enough information on the enemy and that is when you can declare war. Another trick is to (if in a faction server) station your teammates nearby. (Say, a mountain bunker in the distance) That way, if you are caught and running for your life, you can send a distress signal or flares (The most obvious thing would be fireworks). One other trick is to pay attention to what you hear. Say you are in the base, and you hear someone munching on food. Avoid them as quickly as you can. If you hear a nether portal, then your team may be able to build a corresponding portal in the Nether and invade through the enemy's portal. Building a base to protect yourself from the diamond swords and the arrows? Good work! Here are some tips to help you make your base even more efficient: Bigger may not be better, as a visible structure gains visibility the larger it is, and leaves more space unguarded. On the flip side, big bases are good for large amounts of people that are working on something together, and can hold more munitions. A small base is also dangerous, because it will be easily demolished. One effective type of base is a base that is deep underground. Here enemies will take days to hunt you down, while you survive on a farm and branch mine for diamonds. Another base, meant for continuous habitation, is far above the world. Therefore enemies will be required to build up to it. Unless a prohibitively expensive defensive structure is used to get up, they can be easily pummeled with arrows, a single one of which could send them falling to their death or at least making them restart. For sky fortress builders, the most important rule is to not have any spots that are out of the fortresses' archers' line-of-sight. Try building the bottom floor in a "multiple ring" shape to do this. Also, make a disabled nether portal that will upon activation become an escape (disable it to ensure that it cannot accidentally link up to another portal). Bases in mid-air are effective during a raid, when manned, as entry is all but impossible. Again, this base type is best for continuous habitation, but it is only slightly more protected than a house on the ground if nobody is manning it. Also make sure to put cobwebs all over the bottom to stop ender pearl glitching. Every good base needs traps and defenses! First of all, we have the wall. A good wall should contain at least one obsidian or water layer to shield explosive force, and require at least one minute to mine through with an unenchanted diamond pickaxe. To further prolong base penetration, chessboard wood and cobble to force players to slowly break wood or switch from axe to pick. Traps are great defenses to surprise enemies that make it through the wall, but are generally not infallible. Note that self building walls can be useful during an attack to repair severe damage (aka the TNT equivalent of a bunker missile). However, remember that a trespasser will not simply pound at the wall forever (unless they are monotonously dedicated to it). Eventually, they will most likely climb it with blocks, or disable it by destroying the mechanism. This is one of the great secrets to PvP mastery! Trustworthy allies can be useful in many tasks, from grunt work to being the safe keeper of your gold. Be careful whom you choose for an ally, as treachery or lack of skill can easily hamper or destroy your attempts to thrive in PvP. Haste in that aspect is generally a waste. If the server you're playing on has the Factions plugin, you can create an impenetrable base with water and cheap walls. To do this, dig a hole along the border of claimed land (INSIDE your faction land, otherwise it can be blocked up or destroyed) all the way to bedrock. Next, cover your base with water, including the sides and roof, and let it flow down to bedrock. Make sure TNT cannot land anywhere in the base. There should be no blocks connecting your base to the wilderness. The water acts as a shield, making your base invulnerable to TNT, and impassable by enemies. The only way to counter this is make a sand/gravel cannon (a TNT cannon that shoots the falling gravel/sand instead). This can also be countered by a team of people using Wither. You can also bring elder guardians (if possible on the server) and bury them near the outside walls in obsidian, then build a wall of waterlogged stairs around the base. You can then cover that in another layer of water, forcing the enemy to use a Wither. You can use this to your advantage and get your whole team a smite V sword to shred the Wither(s) along with sharpness V to deal with the players after the Wither dies. Gather enough dirt to build to the build limit (about 3 stacks). Then pillar jump with all of it, or until you reach the build limit. Then dig 17 blocks down. Place 1 obsidian by pillar jumping with it, mark that corner, then build a 12×12 obsidian platform. (Set home to platform if /home is enabled!) Then find the corner you marked, dig down, (you should see dirt, and not fall), dig 2 more dirt down, replace the obsidian, and coat the bottom with lava. (Fire Resistance is highly recommended) Ender pearl down, dig the bottom block of dirt, and dig a 12×12×2 trench where the lava lands. Then teleport up, either with an ender pearl (may take multiple tries) or /home. You can now add the necessary items to your new base as needed. And finally, add redstone blocks around the edge, and build rings around the platform at a lower level for archers and potion lobbers to walk on. If the base is being raided, and your hand is forced, activate the self-destruct on your base. It is important to keep one on hand at all times and also have an escape. The self-destruct must be designed to overwhelmingly destroy all life and loot inside the base and the base itself but also be well-hidden. This is hard and so you should experiment. In times of need, start the lethal countdown and escape. Ender chests are good for these kinds of bases, as they don't drop their content and it can be accessed anywhere as long as you have another one. Escape pods are essential for above-ground bases as they can drop you deep underground into a water spot, where you can dig (possibly minecart) yourself up to the ground and escape with your friends (if you have more than just one pod) to far away from the base. You can lock the escape pods with pistons to prevent enemies follow you when attempting to escape. Not all of your faction skirmishes in the PvP world will be set up beforehand. Organize raids with your faction. Find some server to host a voice chat box with your teammates. This will allow you to coordinate your attacks on hostile bases and their creations. The more connected you are with your fellow faction members, the more likely you are to emerge victorious. Keep in touch with them and increase your odds of success. Let's say that you have just moved in with your awesome new faction. They have diamonds, dozens of anvils, and general awesomeness. Now, a faction war has started, and you have no base, no food, nothing except what the faction gave you. This is dangerous. In the event the faction fails, you are defenseless. Trust nobody and keep a secret base all to yourself. Put a home there and be safe from pursuers and spawn campers. Be ready! If you need to and fear that the faction is about to fall, steal some items and leave the faction when necessary. If your group's/faction's leader has been killed, or you just feel like it, don't be afraid to go rogue. In order to do so successfully, you need to follow certain rules. First, you need to either decide whether you want to be a wandering rogue, or a bandit-style rogue. Wandering rogue life is relatively simple. You wander around, and occasionally raid abandoned or unguarded bases, and avoiding other players at all costs. If you decide on this, you can refer to the nomadic experience tutorial to help you get started. If you want to be a bandit-style rogue, however, then you need a top secret base of operations, and lots of equipment. Only engage people if you are 100% sure you can win, and escape as quickly as possible. Trust no one, let no one see you. Although the life of a rogue may not be as action-packed as being in a faction, it is certainly profitable, and once you have enough stuff, you might be able to join a new faction, either to settle down or backstab them, get their stuff, and move on to the next gullible faction. PvP in large factions can include multiple scenarios, from individual murders or attempts to murder, to entire factions battling it out with lines of defense, barricades, and tunnels. There are three major melee builds, which will be discussed more in depth later. They are: The first situation is if the enemy has large numbers of archers. Send a wave of soldiers charging in, with moderate armor, and some skill, as well as some Special units to cause some starting chaos in their lines. Even better, get some ender pearls and rush in to engage the archers, who will often be weaker in melee combat. If they don't have archers, they will run or charge. If they run, have archers retreat to the back lines and then have the whole army sprint, bunching Juggernauts close to the front line while staying together, for maximum impact. If they charge, stop their forward momentum with arrows, shooting when they are 10–15 meters away. Then the infantry should then fight for a bit, while juggernauts and potion lobbers move in at sprinting speed to surge into enemy lines and later replace the infantry and slaughter anyone that was engaging the infantry. Make sure that the juggernauts and potion lobbers do this carefully, as the enemy infantry may have lethal potions. However, in general, the enemy can do little versus Juggernauts and potion lobbers coming in from a flank as well as a defensive row of Exotics to stop enemy Juggernauts from advancing effectively. However, if you are on the attack, there are some threats to your advance you must take into account. Then charge with infantry, followed immediately by exotics. The juggernauts among you should flank around and smash the enemy infantry after a few seconds of fighting. The Exotics should only engage juggernauts in combat, and only with superior numbers. In this situation, have archers aim for infantry advancing toward the fight, NOT the enemy front line, where you could shoot one of your own men. One can make some professional charging units with horses. Never have everyone charge at once. They will lose momentum and a solid position, while also becoming less cohesive which causes less damage distribution. Retreat, while also dangerous, is far safer. A server wars is a mass battle with a large quantity of the server's playerbase participating. The attacking parties are typically organized and well armed. They launch an attack big enough to cause a disturbance on the server. Another party, typically admins, retaliates against this attack. If the retaliating party is composed of admins, it will typically resort to Intel and the power to ban players. However, admins will counterattack with weapons in the process of banning the attacking players. Unless they allow griefing of course. In an all out server war, you have two choices: you can either fight for one of the two parties, or you can flee to safety and let the admins sort it out. Most players decide to fight for their server, however, players who have a lot of resources like diamond might feel the need to protect their precious resources and flee to safety. If you decide to join the party that is defending the server, you don't really need to worry about firepower since you will probably be armed by fellow soldiers. If you join the attacking party, you should equip enchanted weapons with high damage. It is also good to equip weapons of mass destruction such as TNT, end crystals, lava buckets, etc. You should do everything in your power to keep your nametag hidden if you don't want to be banned. Being banned means you are out of the server, and out of the war. You can no longer fight alongside your comrades. When you are fighting with the attacking party, you typically want to destroy as much as possible and invade as much of the server as you can. A good tip? Drink an invisibility potion, arm yourself with end crystals and blast protection armor, and let the terrorist bombings commence on anyone you see, especially the ones that are insecure. Remember, the retaliating party doesn't always win even though they seem like the "underdogs". Server wars are won with great soldiers, and most importantly, great leaders. You don't have to be a "grizzled" war veteran to be a great general, a great general is someone who is smart and fights alongside their soldiers. Remember, great generals take point, they don't watch from a safe distance and bark orders while watching their fellow players get slaughtered. Also, if the server has mods equipped, especially mods like "flans mod", "flintlock weapons mod", or "Mo' explosives mod", use that to your advantage! Because of the nature and the danger of these wars, the mechanics of these "groups" of people that are attempting to overthrow the server will be explained. Generally, the group may know each-other personally. If three friends chose to do this, and each friend tells two of their friends, then we already have nine people ready to attack. Doing this makes it easier to create order and hierarchy. This is also done to deter any traitors or turncoats in the group. Some of these groups go into faction servers, claim land, and make a legitimate faction. They will probably use the faction as a temporary "bank" for what they steal and make. They will build a secondary base, and will use this when they attack. They are highly armed, and are equipped with heavy enchants, potions, lava buckets, redstone, TNT, and whatever the Modifications on the server make available. They disband the faction, and move to the other base and create a new faction, (if they make one at all) and begin their attack, or they may each stay factionless (to avoid detection) and cause great destruction to large bases using the exploits above, communicating attacks via a third-party social platform. There is a hierarchy involving the status and rank of the players usually, there are generals of the troops that go to battle. They are on the battlefield. And they command the players to attack. But these generals get their orders from one player. This player is the equivalent to the "god father". They are never seen, although sometimes in the game anonymously. Several of these groups have primarily PvP champs, but most of them have hackers, x-rayers, cheat mods, and whatever they chose. Most times the hacker is the godfather or at least close to the top. They also have spies and intel groups. This is not the most usual case, but there are exceptions. Some of them have strategies that they commonly use. Some are griefing, personal raids, and singling out a player. For example, if they know that a player has valuables (diamonds, enchanted books, etc.) and they don't know where it is hidden, they may grief and threaten the player. PvP behind the scenes Your presence on a server is important for gaining allies or a following. If you want griefers or spawn killers on your side, be really nice to them. Most of them are notoriously good at PvP from practice, and giving them a reason to be on your side through making sure they never have to worry about starving or being hunted by others is a good way to avoid alienating them. Ironically, this may be the most effective way to make allies with random people, giving them full access to all of your resources and your considerable efforts to be hospitable will generally remove any want to take your items. (As always, this may backfire). If a server has an online dynamic map or if the Rei's Minimap mod is allowed (most likely), USE THEM. Rei's Minimap helps you understand what structures are ahead of you, and Online maps show everything and also show locations of players. Forgo any advantage you can get your hands on. Whether it'd be a Drop Party or an organized PvP match, participate in server events and you'll be known by most members in the server. This means people will have second thoughts of attempting to kill you. This one is obvious. Make sure to be friendly and caring with your members. Give items randomly to the squadron. Make an Army, Navy, and Air Force if you must, but let them mingle. Give crate keys to your teammates if the server has a crate system. And make sure to not act stuck up. Listen to their opinions. If you want a Mega-Uber Skull Laser Chainsaw Castle of Death™, and your friend wants a smaller base, compromise. Let's say you're on a faction server and you have many enemies. Your base has not been found until now. Two players each holding a Sharpness V, Fire Aspect II, Knockback II sword and wearing Protection IV armor are directly outside your base setting up a TNT cannon. You should always have defenses that are innately active, such as obsidian and water to negate explosions and if available, a spawner that can funnel out mobs on command (go exploring for spawners) to distract and dangerously deter, or snow golems to break armor. If you have these, don't jump down and PvP. Wait for the spawning mobs to break their armor, or call for your faction members and allies to assist in defeating the enemy. In these cases, booby traps are good, so set up booby traps everywhere where the enemy can't find them. In fact, make some that are meant to make the enemy know about the traps but it itself is a trap. These work as warnings and signals. Use tripwires and wool under them to use as signals for example. If you're building a massive fortress near the spawn, a griefer or simply a plain idiot might run behind you and kill you, disassemble your fortress and run off with your materials. Well, the easiest method to prevent this is to build your house away from spawn and try to survive a good distance away from spawn. It is usually a good idea to use a home-setting command around this area where you wish to live, as if it is a long way away from spawn and you die, it's a long walk, or mad chase if there are spawnkillers with diamond armor and enchanted diamond swords. Using the /home command if you used /sethome cuts the time getting to your safe zone drastically, usually having the spawnkillers and griefers be dazzled in confusion. The best way to keep your most precious valuables is to put them in an ender chest. Then put a chest in your house with basic invaluable items in it (with a few valuables mixed in to help fool them), and bury a chest with 8 obsidian, an eye of ender, a crafting table, and other less semi-valued objects in it a short way away from your house. Even if your entire house is a crater and the ender chest you placed is destroyed, the chest you buried will still be safe, and you can craft an Ender chest with what is in it to access all your valuable items and loot in there, as well as the loot in your actual chest. Getting started on a server The following is a step-by-step tutorial on how to survive while being new to a PvP server. Follow in this order: Tip: You must have a fallback in your base in the case of hard times. This means: A lot of times in single player survival Minecraft, you are going to need something. In factions, you are going to need it a lot more because you are competing with other people for it. Some ways to get it faster: Despite lag making people randomly visually act, cause injury because of damage just showing up, and crash the server, it may still be useful instead of a nuisance if you know how to control it to your advantage. Whenever you hit someone under the effects of a lag spike, there is a chance that they won't be hurt and can escape. You can use this time to run when a lag spike comes, therefore you may escape if necessary. Keep in mind, lag also delays redstone machinery, meaning if there's a staircase that only activates when you're on a pressure plate, you can get up easier. There is that one case of being left for green. This means that your squad disbanded, you are out, all alone with maybe a few enemies a kilometer or two behind you looking for you, and you're starving. Be independent. What if nobody is there stupid to help you? What if your leader takes all the valuables and leaves their troops out to die? You must gather resources, get help of any kind, whether it be a lone man just with a stone toolkit or a juggernaut in Protection IV armor, and you must be careful and start your own faction. Tip: Since anyone can be bought…eventually, keep your own secret, hidden, well guarded bases. Never tell anyone about it. It is for you and only you. Be smart with what you learned. Many people know how to make traps. That is good on one hand, but on another, they might not know how to use their knowledge to their advantage. Combine traps and improvise offline. Think first before charging ahead to do something. Think first of the necessities, which are supplies, and deal with the secondary needs after. If you stand no chance, save what you can save and run. If you're nearly killed, and have no hope of victory, run. And don't let yourself be lured into 1-on-1 PvP unless you can win. Use your mind over your in-game muscles. Most important is to use your environment wisely. For example: if you're in a jungle biome, run into the trees and attack your enemies! If you're in a big NPC-village with iron golems: make your foe hit the Iron Golem, then run off and snipe the foe! If you're on a small island in an ocean biome: get a boat, sail a little away, and use your bow to take down that diamond-armor juggernaut! While in the Nether, surprise the enemy with a bed and kill them with the explosion! While in The End, spleef your enemy into the void for a sure victory! It will all be yours if you succeed! Your sword might be a strong weapon, but your bow is even stronger if you use your mind. Also, don't be scared to use potions: they can give you a great advantage over your non-potion using enemies. In other words, take into account all your advantages, all their advantages, and weigh the options. Sometimes, you need to guess and check. The most important ones are your advantages or disadvantages in: Be aware of your surroundings, even when playing casually, to avoid being ambushed. Let's say that your base is in the sky with a public chest containing some equipment. Then, all of a sudden, you come down with one teammate and realize that the base is being raided! In the chest, you find some string and cobblestone. The enemies are in iron armor. Now, if the raider's armor was not enchanted, then you're in luck. A stone sword against iron armor with no buffs deals a full heart of damage. A fully charged bow does about as much damage as a diamond sword. Even if you have no armor, you still somewhat stand a chance against those two since it's you and your teammate fighting them. You do not need to be the same size as long as you can beat them. If you and your teammate are strategic, let's say they stick together, and your enemy doesn't, then you are almost guaranteed to kill them, that is if both of you have at least stone swords and they are alone with an iron sword and full iron armor. If you got lucky enough to mine a diamond sword, bring that out too: if you can, enchant with even just Sharpness I, which will do about 5HP hearts every hit. If you somehow have gotten a Strength II potion, maybe by buying it on a server, then DRINK IT! It will multiply your damage by 3.6, so that 5HP, if you make that a critical hit (by falling when attacking) (will do 7HP hearts) WITH Strength II, then you just might have killed your opponent in one or two hits. You may be thinking that people who have lost so much that their anger is uncontrollable are going to go psycho to win and when people come with supreme equipment you should be scared out of your wits, since that "causes" adrenaline. No! Anger and fear are both factors to defeat. When either happens, whether it be an attempt to kill a player who has diamond armor with your fists or combat logging just because you are so scared that you have to go to the bathroom of fear of peeing in your pants, you will most likely forget all the tips you have learned until you get back to your senses. Avoid that. Now, you must stay calm. Run for cover, and don't stop to watch the deaths of your teammates. If you have one, drink a Potion of Swiftness (the second tier is highly recommended), and keep running. Do not turn back, do not look back, do think of what's back there, and do not stop. Just keep running until you reach safety, whether it be allied or peaceful territory, or a secret place. Don't stop. Stay sharp. Remember what's been said about not trusting anyone? Your turn to chip in to take a stab at backstabbing. Create peaceful factions for your team. Their only purpose is to earn supplies while being impossible to touch. If two players in diamond with enchantments come and raid your base, and you're 4 people in iron, and only you have a full set of diamond equipment, do not bring it out! It is obvious you don't stand much chance as you are overpowered. You do, however, need to keep potions of Strength and Speed at a minimum. Also, keep flint and steel, along with fire aspect swords and bows, along with you. And if you find generation errors that create gateways to the Void, use them. Don't forget to keep your dispensers loaded and ready to fire with arrows, damage splash potions, and fire charges. The reason why this equipment and these traps can beat people in diamond is because they go right through their armor. Nothing, not even diamond armor, can resist their effects (except for arrows. Fire, potion effects and Void damage are the only lethal things unaffected no matter what kind of armor.). Also, a potion of invisibility will mean no one will know where you are attacking from! Remember the gift of decoys. Say you have nothing at all and you were just a player that started in a faction war faction. Use your expendable condition. Say there is a hall of traps designed by a redstone scientist. Throw yourself at the traps, run like a madman, break those hidden redstone clocks, and just kill your player on those lethal traps so your faction can zip in and break a hole in their obsidian shield. To victory! On some servers, the PvP can take place in real life, as well. If you have many friends who play Minecraft, you can call them to join your (allied) faction, which will make strength in numbers. If one of your friends is good at persuading or knows a lot about strategy, that's even better! Also, if you know your in-game enemy well in real life, you can somehow reduce the time they can play or have a talk with them, so they may have a change of heart. No matter how your opponent fights, they are bound to have some kind of weakness. Wastefully attacking where they are well defended won't work, and you will usually have to change your plan accordingly. Is he not using a shield? Abuse yours extra hard by blocking all their hits. Debuffing you with splash potions? Chug some milk. Shielding your arrows and tridents? Whip out the Piercing enchantment. Not even the heavily-geared Netherite player is invincible: you can bypass their armor with splash potions and tipped arrows. This also brings to the next point: Just as you adapt to your opponent's tactics, your opponent will adapt to your tactics. If you see your opponent change their actions, think about why he is doing that. Don't rashly play into their hands. If your opponent just placed blocks to stop you from shooting them, stop shooting them and attack up close. Just as your opponent counters your actions, you need to counter their actions. Your plan of bypassing their Protection IV Netherite Armor with tipped arrows may be a sound plan, but if he starts holding down their shield, you'll have to change. If you, say, start shooting with your Piercing Crossbow then you're golden. As long as you are devising and implementing counters to your opponent's counterplay, then until your opponent figures out what to do in response, you have the advantage and you should press it. The longer one plays reactively rather than proactively, the more of a disadvantage they are at. It is said above regarding running in traps (refer to "Diamonds aren't the key to victory") being a tactic that will fool the enemy, this makes it a rather effective attack. Always use psychology as a weapon! When running into a row of tripwires, the enemy might find it as a suicide attempt and not as a double trap, although not likely since most people will tend to just chase you. However, if you have a circuit that makes it so that the first time somebody runs through it, there is a chance your enemy may think that it's a dud or just a scare for the raiders. Once they step over it, though, the trap activates. This makes it useful since it can make the enemy think you are intending to run away when you're instead luring them into a death trap. If you have any type of invisibility potion or maybe you are just good at not being noticed, you can easily lure the enemy away from your actual position, then jump-attack them when they are least expecting it. This can be the key to a neck-and-neck battle, where your enemy's equipment is as good as yours. Gallery See also Tutorial:Traps References Notes Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Tutorial:PvP_(Java_Edition)#UHC_PvP] | [TOKENS: 15918] |
Tutorial:PvP (Java Edition) PvP, an abbreviation of player versus player, refers to multiplayer combat in Minecraft where players fight other players. This guide covers Java Edition PvP in the most modern versions of vanilla Minecraft. For other version-dependent PvP environments, see PvP. Contents PvP terms PvP kit types A kit in PvP is a pre-determined loadout of items. Kits function as PvP gamemodes, and require different skillsets from one another. The following list includes kits that are officially recognised by servers and tier testing, and are thus commonly practiced: PvP equipment A combatant's equipment is an important factor in PvP, as it determines survivability, damage output, and versatility. Having good gear does not guarantee success, as skill is far more impactful in the modern combat system. Becoming familiar with the usecases, strengths, and weaknesses different equipment is an important aspect of PvP. Swords are the best weapon for doing combos, as well as for breaking out of an opponent's combo, due to their high attack speed. While they also have the special ability to do sweep attacks, this is only useful when fighting an opponent's wolves. When all four melee weapons have maxed out enchantments, swords have the highest DPS and the third-highest damage per hit. Axes are essential for their ability to stun shields, and are the second-best weapon for dealing high-damage single hits. When all four melee weapons have maxed out enchantments, axes have the second-highest DPS and the second-highest damage per hit. Tridents can be thrown as a projectile or used to escape threats using the Riptide enchantment. When all four melee weapons have maxed out enchantments, tridents have the lowest DPS and the lowest damage per hit. When all three ranged weapons have maxed out enchantments, tridents are tied with crossbows for the fastest charge time, and have the lowest damage per hit. Maces have the ability to deal devastating smash attacks after falling, and are the best weapon for dealing high-damage single hits due to the Breach enchantment. When all four melee weapons have maxed out enchantments, maces have the third-highest DPS and the highest damage per hit, even without doing smash attacks. Bows are the best ranged weapon for dealing damage, and can also be used to quickly spam uncharged arrows to deal chip damage. They are also the only ranged weapon with access to the Flame enchantment, and are thus essential in Cart PvP for activating TNT minecarts. The Punch enchantment greatly helps with bow spamming, as it increases knockback, making it harder for the enemy to reach the player. When all three ranged weapons have maxed out enchantments, bows have the slowest charge time, the highest damage per hit, and the second-highest DPS. Crossbows are the best ranged weapon for spreading tipped arrow effects, and for the utility of having an instantaneous long-ranged shot that can be used at any time, so long as they have been charged in advance. When all three ranged weapons have maxed out enchantments, crossbows are tied with tridents for the fastest charge time, have the second-highest damage per hit (by use of 7 star firework rockets), and have the highest DPS (Quick Charge III with 7 star firework rockets). Armor is essential to have for PvP, as failure to equip any armor will result in near-instant death. Different armor material types have differing amounts of armor points, armor toughness, and durability. The armor material types with zero armor toughness are extremely frail, and thus require high levels of Protection to be useful. Shields are an essential defensive tool, as they block 100% of melee, ranged, and explosive damage when active, and block in a 180° arc in front of the user. When using a shield, there is a 250ms delay, ping not accounted for, before the shield becomes active. Shields that are in the active state will become stunned for 5 seconds if hit by an axe, regardless of the axe's attack cooldown percentage. The durability loss a shield endures is dependent on the strength of the blocked attack, with attacks dealing 3HP or more taking durability damage equal to the strength of the attack rounded up. They have 336 durability. A combatant should make sure they have a full hunger and saturation. Reaching 20 ( × 10) hunger after eating food causes health to quickly regenerate at the cost of saturation. Health also passively regenerates slowly when hunger is at 16 ( × 8) or above, and stops when below that amount. Additionally, if hunger dips below 6 (), sprinting becomes disabled. The best food types are those that have provide high saturation when consumed. Golden carrots, steak, and porkchops are the food sources with the highest saturation that are still able to stack to 64. Golden apples and enchanted golden apples directly provide Regeneration and Absorption alongside having good saturation, making them the best food types. Blocks are useful for obstructing attackers and making escapes. They are especially useful in tight spaces like tunnels for blocking off a pursuer. They can also be used to pillar up to safety in a fight, at the cost of becoming vulnerable to being knocked off by projectiles. Some blocks have unique properties, such as high blast resistance, flammability, or being openable. Openable blocks such as chests or barrels can be used to counter cobweb or lava users by having them open the block when they try to place cobwebs or lava. Potions apply a variety of useful effects. These effects can strengthen allies and harm enemies when thrown as splash potions. In addition, lingering potions allow for a larger potion radius, but do not deal their effects on impact, and are expensive to brew. Drinking a regular potion takes time and leaves the user open, while splash potions can be used in quick succession. In the middle of a fight, it is most practical to splash them at the user's feet, especially when using splash potions of healing. Lingering potions are useful for either making an area inaccessible for a while or allowing everyone in a team to heal together. Using negative splash potions and lingering potions as throwable projectiles is not advised, as the throwing distance is short and each projectile takes up an entire inventory slot; tipped arrows are optimal for this instead. Ender pearls can be used to escape opponents, allowing the user to heal, or to pursue a fleeing opponent. Ender pearls inflict damage to the user when landing, damage that can be reduced by Protection and Feather Falling. Ender pearls can be used to scale walls, done by placing a block below one's self upon landing into the wall. A ender pearl stasis chamber can be used to teleport out of a dangerous situation if activated remotely. Water buckets can be used to obstruct opponents, buying more time to escape by slowing them down. It can also be used to avoid taking fall damage, destroy cobwebs, put out fires, and travel up walls. Lava buckets can be used to damage and slow opponents, as well as to create small barricades. The Protection enchantment greatly reduces the effectiveness of lava as a damage option, making lava buckets more practical for low-power fights. Redstone can be used to create traps and TNT cannons. Building a trap in a strategic location and luring the opponent into it can be an easy way to win a fight. However, constructing traps or TNT cannons using redstone in the middle of a fight is highly impractical, and thus traps and cannons that are easier to build and do not use redstone are preferred. End crystals can be placed on obsidian or bedrock, and when punched cause an instant powerful explosion. They can also be placed and exploded rapidly, but in order to do full damage and knockback on an opponent, the user must first knock the opponent up near the end crystal, or place the obsidian and crystal as the opponent is midair, for maximum effectiveness. As long as the user is at least 1 block below the exploding end crystals, the user takes little damage from the explosions. Respawn anchors when given a piece of glowstone can be right clicked on for an instant powerful explosion. Unlike end crystals, respawn anchors do not require a block for them to be placed, allowing them to be placed right at an opponent's feet without having to hit them up. However, respawn anchors cannot be activated in rapid succession and cannot be used in the Nether, unlike end crystals. Respawn anchors also pose a higher threat to the player using them than end crystals do, and thus it is recommended to place a block between the user and the respawn anchor before activating it. Beds are the Nether counterpart to respawn anchors, and have the benefit of not requiring a fuel source to activate. TNT can be used to build traps or deter opponents from approaching or chasing. TNT can also be used in specific formations to launch other TNT towards opponents. TNT minecarts can be used offensively in a similar way to respawn anchors, and are activated instantly with a bow enchanted with Flame. The damage of a tnt minecart explosion is influenced by the velocity of the Flame arrow that activated it. Flint and steel can be used to alter the battlefield by setting surfaces on fire. Due to the Protection enchantment, fire damage is largely negligible and is instead useful for the movement disruption inflicted by it. The screen effect incurred from being on fire also obstructs a player's field of view, however this can be circumvented by use of a low-fire resource pack. Fire charges are identical to flint and steel when used as an item, but can also be fired by dispensers. Flint and steel has only 64 durability, and is therefore used up in the same time as a stack of fire charges. However, flint and steel when enchanted with Unbreaking becomes the superior option. Cobwebs slow any player caught in them to a crawl, trapping them and make them easy targets. Ender pearls are the best way to escape from cobwebs, and water buckets can also be used to destroy them. They can also be destroyed with a sword, however being inside a cobweb whilst not being grounded causes mining speed to decrease dramatically, making this a poor escape option. Cobwebs can also be placed on one's self to act as a barricade against attacks, so long as no part of the player is exposed. When held in the offhand, totems protect the player from a lethal hit (except from the void), and grant them temporary Regeneration, Fire Resistance, and Absorption. Totems can be quickly re-equipped by hovering over one in the inventory and pressing the F key to replenish the offhand, or using hotkeys/Shift+Right Click (not rebindable) to replenish the mainhand. A totems of undying only returns your health to 10 at the moment of use, and wipes potion effects. The severity of the screen obstruction that occurs when a totem activates can be reduced with a resource pack. Mining tools allow for modifying the terrain, tunneling away, and destroying defenses. They are most useful when enchanted with Efficiency, as this increases their mining speed. Shears also disarm tripwire traps without triggering them. The elytra can be used to travel long distances at high speed, surprise attack enemies, make quick escapes, and become difficult to hit. Wearing elytra dramatically reduces damage reduction due to taking up the chestplate slot. Having Mending on the elytra, as well as a supply of experience bottles, is recommended for sustained use. Elytra can be used in tandem with a mace to deal smash attacks with better precision and safety, however the elytra must be unequipped the moment the smash attack is dealt for the smash attack to activate. Fireworks can be used to boost with an elytra. Fireworks made with firework stars can be fired as explosive projectiles using a crossbow, with higher star counts resulting in higher explosion damage. Horses can be used to travel around the map quicker, as well as to reach high places using their high jumping. While getting hit on a horse prevents knockback to the rider, horses are not recommended for direct combat. This is because horses have a random chance to be stunned when taking damage, making themselves and their rider vulnerable. They are also quickly killed by attacking players, and are outclassed by elytra for travel. When using a horse, having a supply of hay bales to heal it is recommended. Tamed wolves will aid the player in combat by targeting the last entity that was hit, or the last entity that hit their owner. Meat food types can be used to heal wolves and cause them to breed, making more wolves. Equipping a wolf with wolf armor is highly recommended, as failure to equip wolves with armor causes them to die quickly to attacking players. When using wolves, having a supply of armadillo scutes to repair their armor is recommended. Due to the way wolves jump when attacking targets, they often miss their attacks. This in combination with their low movement speed, damage output, and health pools causes wolves to be poor allies in combat, requiring a large army with status effects for wolves to be useful. Enchantments for PvP Power increases damage dealt by 50% for the first level, and by 25% for each subsequent level. This results in Power V giving a total damage increase of 150%. Breach decreases the effectiveness of a target's armor by 15% per level. This results in Breach IV giving a total armor effectiveness decrease of -60%. Density is a must-have in kits revolving around repeatedly chaining mace smash attacks. However, for kits that do not offer wind charges or an elytra, Density is completely outclassed by Breach. Flame sets the target on fire for 5 seconds per level. This results in Flame I inflicting 5 seconds of burning, dealing 1HP each second for a total of 5HP over time. Burning damage does not take effect when the target is already taking damage from other sources, such as melee/ranged attacks or explosions. Punch increases the amount of horizontal knockback inflicted on the target by 3 blocks per level. This results in Punch II dealing 8.792 blocks of knockback. Knockback is not a recommended enchantment for the majority of PvP kits. The enchantment makes it more difficult to combo in PvP that doesn't have netherite armor, and makes it easier for your opponent to back out of combos even in PvP that does have netherite armor. The Knockback enchantment's only usecases are in Crystal PvP, where Knockback I is used to knock opponents into end crystal explosions when spam clicking, or in netherite SMP PvP, where Knockback 1 can be used to combo more effectively at the cost of combos being easier to back out of. Protection is required in all forms of PvP, as armor without any Protection enchantments is incredibly frail. Having a piece of Blast Protection armor is required in Crystal PvP and Cart PvP, as not having any Blast Protection results in instant death to two crystal explosions even with a totem of undying equipped. Having more than one piece of Blast Protection armor is not recommended, as having only two pieces of Protection armor will result in dying quickly to Strength II-boosted melee weapons. Projectile Protection increases projectile damage resistance 8% per level. This results in a Projectile Protection IV armor piece giving a total projectile damage resistance increase of 32%. Both Fire Protection and Projectile Protection have no usecases for PvP. This is because sacrificing Protection for one of the two is never worth it, regardless of the type of PvP kit. Feather Falling is not mutually exclusive with any other enchantments, so it is always worth having. Thorns is not a recommended enchantment for PvP, as the damage of thorns becomes inconsequential against the Protection enchantment, while still massively harming the sustainability of your armor. In addition to this, when Thorns inflicts damage on the opponent, it will grant them knockback immunity for 0.5 seconds, as all indirect damage sources do, which disrupts combos. Bows are virtually never at risk of breaking in a PvP fight, so Infinity is always preferred over Mending in a PvP environment. Unbreaking is essential to have on armor, as armor durability is a key factor in high-power gear PvP. Excluding shields, it is not as important to have Unbreaking on other items, as they are very unlikely to break from full durability in a PvP fight. Mending, like Unbreaking, is essential to have on armor, as armor durability is a key factor in high-power gear PvP. It is important to omit having Mending on equipment other than armor in a PvP fight, as repairing armor using bottle o' enchanting must take priority over repairing other equipment. Loyalty is not a recommended enchantment for PvP. This is because tridents are poor weapons for damage-dealing, leading to the utility of Riptide being far more useful. Riptide is the main reason to use a trident in PvP, as tridents are poor damage-dealers, resulting in the utility of Riptide being their best usecase. Curse of Vanishing can be useful for preventing opponents from collecting your gear in a team-based PvP fight. Quick Charge is an essential enchantment for crossbows, as it drastically increases their DPS and rate of spreading tipped arrow effects. Spamming arrows with a Quick Charge III crossbow is a viable strategy, as it will repeatedly damage an opponent's armor and make it difficult for them to approach. Piercing is most useful in low-power PvP kits, as the utility of letting a crossbow ignore a shield is very helpful. Piercing also acts as a pseudo-Infinity enchantment that works with tipped arrows, however the arrows have to be picked up again manually. Piercing becomes less useful as gear becomes more powerful, as Multishot begins overshadowing it for the utility of spreading tipped arrow effects when the crossbow itself stops dealing meaningful damage. Multishot is incredibly useful in high-power gear kits for the utility of spreading tipped arrow effects. It also by nature makes it easier to land arrow shots, and drastically increases the effective coverage of shot firework rockets. Status effects for PvP PvP settings It's important to determine the best settings for you. Settings don't improve your fighting skill, rather they make your fights more comfortable. It is discouraged to constantly change your settings to try to find the "perfect" setting that will "magically make you the best". Get settings that don't limit your gameplay and get skilled with them. Having more FPS is incredibly important if you have a low-end system. Tone down most of your graphics, such as setting it to "Fast", turning down your render distance, and turning your FPS cap to unlimited are some examples that can somewhat improve your FPS. Additionally, you can also turn off particle settings as some particles are too obstructive such as the crit particles and totem particles, but this also means you need to listen to your sounds more carefully due to lack of a visual sign that is usually seen in these things. Next are your controls. First, modifying your keybinds is totally up to you. Using the default 1-9 isn't recommended, as the numbers past 4 or 5 are inconvenient to reach. Although using the scroll wheel in your mouse can be helpful, keybinds are faster and more accurate than using the scroll wheel if you become good with your keybinds. Your mouse sensitivity is also dependent on each player and choosing one that you're comfortable with is essential with getting better aim. With a high sensitivity, your crosshair would start becoming shaky and you won't accurately track your opponent as your mouse is too fast, while if your sensitivity is too low, your rotation is too slow, thus you won't be able to track your opponent that moves too much and too fast. Other settings to change are turning Auto-jump to off and turning your sprint to "Toggle". An ideal FOV is any FOV above 80-85, letting you see enough so that enemies can't strafe behind you easily but not making opponents too small if they are at the edge of your reach. Its best to turn off FOV effects as well as Damage Tilt completely, as they cause your screen to warp and shake during fights that makes aiming much harder. Resource packs are optional but sometimes they make your PvP experience more comfortable. Some vanilla textures in the game obstruct your vision too much, such as food, explosion particles, swords, fire, and offhand items, so texture packs reducing the size of those are definitely recommended. While resource packs that function while minimally modifying the vanilla aesthetic are called overlays, one may opt for a resource pack with cosmetic changes, too. Mods are also important and some of these are tailored for PvP combat. Sodium and FPS-increasing mods are incredibly essential and PvP clients like Lunar, Badlion and Feather feature modules that significantly help in combat. PvP locations The location where PvP takes place affects general gameplay and can affect strategies. This is when two players fight in the naturally generated terrain of Minecraft. In this type of fight, players decide on a designated area or may be unexpectedly attacked (underground, caves, cliffs, or strongholds). One can also add custom features into the natural terrain, normally player-built structures. This is PvP that takes place in a unique area or challenge map. Players that are friends may decide to create or use a challenge map that facilitates PvP. The players may choose to divide themselves into multiple groups, enjoy a free-for-all, or any other distribution of players that fight among one another. Players may prefer to build an arena for the sake of organization or aesthetics. A hazard is any area that's dangerous or disadvantageous to be. Most likely its a lava pool, ravine opening, or for a particularly experienced player, even just a wall that's easy to headweb against. In any case, both players want to stay away from it and force the other player into it. When playing around a hazard, strafe around your opponent constantly and stay low to the ground, letting you move more effectively to put them in between you and the hazard. Whether you're successful or not, you'll need to push your opponent back and gain ground. To do this, disable their shield and don't let yours be disabled, at all costs. Use techniques like Shoving to advance forwards consistently without taking much knockback or Uppercutting to gain lots of ground very quickly. If your opponent crits you, Sidesweeps are a viable option (only if you're losing) to run around behind them and flip the scenario on them. PvP context It is important to note the context in which PvP takes place. Friendly PvP is when two or more players agree to PvP for friendly practice and training only. Friendly PvP is great to play on LAN. It is the least hostile option for PvP as it: In organized PvP, players agree on the circumstances of their fight, and then battle. The victor may be agreed to receive anything, from diamonds and emeralds to proven superiority to nothing at all. This type of PvP can be highly competitive and players may need an impartial judge to moderate. This is when someone surprise attacks you without warning, and is mainly common in SMP PvP. If you have better equipment than your attacker, you will likely be able to kill them. At this point, there is no better time to give it your all. Utilize anything and everything at your disposal to destroy your opponent — any method that Minecraft provides, you should exploit. (Combat-logging, hacking, and other out-of-game methods are unacceptable except on select servers.) Always carry extras. You never want to be stuck in battle without a weapon. Therefore, extensive measures must be taken to ensure that equipment can be readily replaced in a fight, such as enchantments, extras, and consistent resupplying. Press any advantages you can, and consider fleeing if you don't think you can win. There's little point in being honorable, and more point to staying alive. Make sure to understand your disadvantage if you are attacked unexpectedly. Your opponent likely has applied potion effects or eaten golden apples in advance, giving them saturation and absorption. To stand a chance against them, you'll need to do the same. Keeping combat healing items, ender pearls or potions on you as well as in your hotbar can save you in those situations. In this type, 2 players spawn in a set map with an arranged set of equipment, thus the name of PvP. Practicing kits are important in learning the basics of PvP. And the kits can also be customizable depending on the server. Minigames are typically played on dedicated minigame servers. Some popular ones include Bedwars (where each player/team has a bed that allows them to respawn if it is undestroyed), and Capture the Flag (where each team tries to steal a banner/wool from the other team). Many other variations of these games, and some more niche minigames, also exist. Each minigame will typically have its own set of rules, as well as a shop or class system (although this is not true for all minigames). To gain experience in this kind of PvP, it is recommended to try different kinds of minigames, and find one/some that you enjoy. Minigames are technically a form of Organized PvP, but are normally on a dedicated server. Melee fundamentals The majority of PvP is melee based combat: using your sword, axe and shield to damage your opponent directly. Swords and axes are the strongest and most damaging non-crystal PvP weapons in the game, apart from maces which are typically restricted to their own gamemode. Choosing your offhand item is an important decision, with the most popular choices being a shield, totem of undying, or food. There are two main avenues and essential concepts for attacking: sprint-knockback attacks and critical hits. There are many techniques and maneuvers you can use in PvP to give yourself a large advantage. This is the next step in complexity in PvP up from just critting and shielding. These are some more complicated and high level techniques. Many of them build off of other techniques and are more useful against better players, used to counter other more basic techniques. Shield fundamentals Shields protect all damage and knockback infront of the user when active, aside from arrows from Piercing crossbows. Shields have 250ms delay between being raised and being active. They are disabled for 5 second when hit by an axe, regardless of the axe's attack cooldown charge. Disabling the opponent's shield is a huge part of SMP kit, giving a 5 second window where they aren't able to protect themselves effectively. To disable a shield, hotkey to your axe and spam click 2-3 times, then immediately swap back to sword. Later in this section are some special ways to disable your opponent's shield to give you an advantage. Don't wait to charge the attacks: axes are inefficient at dealing damage. You can attempt to disable either when you see them put up shield, which requires fast reactions and good hotkeying, or by predicting when they will shield. While fighting, try to watch their shield patterns and learn them so you can predict them in advance. In addition, most players will shield with the following patterns: Be careful when your shield gets disabled. Did you shield in a predictable pattern? They might have learned that pattern. Be careful before repeating it. Once you disable their shield, you have a 5 second window where they cannot block any hits. To take advantage of this, you can use 2 different follow ups. When your own shield is disabled, you are very vulnerable to crit or combo follow ups. By far one of the most effective ways to play while your shield is disabled is KB hit trading. Back away and try to bait your opponent. Trade KB hits with them, holding S after each hit to get too far away from your opponent to be comboed. This is a very slow playstyle and your shield will come back up soon. The reason it works so well is that if your opponent attempts to block your hit with their shield, you can easily either disable it or back away from their hit before they lower their shield, rendering their shield advantage useless. Another trick you can use when your shield is disabled is literally to pearl out and heal. If you can safely get the pearl off, you might avoid a very costly encounter. It might seem sort of hacky or cringe, since you're just running away whenever you're at a disadvantage, but your opponent can't do anything besides cry about it. Don't do this if you are going to get crit out while the pearl is in the air. Here are some shield related techniques you can use. Some of these are very difficult to perform, and some of them delightfully simple, but they can give you a significant edge in getting more effectiveness out of your shield. Ranged fundamentals Bows and crossbows can be used to attack and snipe at a safe distance. Learning how to use bows and crossbows effectively is an important aspect of PvP. There are various styles to shooting such as jump shooting, aiming upward and strafing to the right/left, spamming uncharged shots (bow only). Strafing from left to right when shooting is the optimal way to shoot from mid-range, as it can help you avoid an opponent's shots. To hit a moving target, lead the arrow ahead of them some blocks depending on their distance and ping. Sniping is attempting to hit targets at long range with a bow or crossbow. Done well, sniping can deplete a weak target's health or knock them off a cliff. This tactic by itself can be ineffective if not followed up with melee combat, as shields and healing are certain counters to the exclusive use of bows and crossbows. However as a method to drain your opponent of resources, such as armor durability and food, sniping them can make a difference. At further distances, the level of precision needed to have a good hit rate increases, and the innate randomness value of arrow shots becomes a problem. An 8-degree pitch shot with a bow will hit a target between 47 and 52 meters out, and a 37-degree angle can put shots out to around 120 meters. The pitch of your shot can be viewed using the F3 screen. Generally, aim 1 degree up for every 4 blocks away your target is assuming they're at level ground with you (Pitch = (distance - 18)/4), compensating for their movement appropriately. For example, to hit a target 50 meters away, aim up by 8 degrees. 62 meters away, aim up by 11 degrees. 74 meters away, 14 degrees. If a player is higher than the user, a simple way of compensating is to look them in the face and set that as your zero. This works for relatively flat shots that aren't at an enormous range. If a player is 9 degrees up from the user and appears to be around 60 meters away, a 19.5 degrees pitch is a good approximation of where to aim. Sniping is a skill that becomes feel-based at higher distances, making practice essential. General fundamentals Longer term, overall strategy during fights to make the most out of your PvP skills. This section will detail how to heal yourself properly, win fights when outnumbered, heal your armor, and use your utility items properly. You can heal faster by having high saturation, or by consuming a healing item like a golden apple or a potion of Healing. Foods with high saturation such as golden carrots are preferred as more saturation translates to a longer period of faster healing. Since healing by eating normally takes some time and slows you down you want to do it while sprint jumping away if you can't ender pearl, preferrable after separating from your opponent as well as possible. KB hits, cobwebs, and blocks can all help you get away. If your opponent is healing, make the most of that time. Crit them out to drain them of resources if they are close. If they aren't close enough for you to reach this, do something else such as healing or refilling your hotbar. Just running at your opponent doesn't help you. Its also common for players to KB hit their opponent on the last hit while their opponent is healing. This sets their opponent up for a combo when they finish eating. When you meet with multiple people that have the intent on killing you, the best option is of course run or negotiate for peace. If that's not an option though, you'll need to figure something else out. Utilities are your backup weapons in a fight. The most effective way to use utilities is to have just a couple in your hotbar and become quick and experienced with using them so you can constantly bombard your opponent with effective secondary attacks. In various kits, players are given stacks of bottle o' enchanting to repair their Mending armor. Without proper XP usage, you will waste a significant portion of your XP and your armor will break earlier. Before repairing, make sure to back off way before your armor breaks (preferably when your helmet/boots dips to below 70 durability). Use XP bottles to heal your armor if it gets low. If your shield has mending, all the XP will go to healing your shield, so take off your shield while doing this (shields don't take enough damage to fully break during a fight, normally.) XP bottles heal all your armor evenly, but your armor has different amounts of durability. Your helmet will break while your chestplate still has 1/3 durability. XP bottles only heal armor pieces that you are wearing, though. Take off everything but your helmet and heal it to 100% durability. Now put on your boots and heal them to 80%. Now take them off and heal your leggings to 75%, and then chestplate to 70% durability. Also, make sure you're not too close to your enemy while repairing, since they can get free hits on you, wasting your bottles. Playstyles It's extremely important to know how to play and when. Knowing how to deal more damage than your opponent is necessary, but you have to be able to chain your manuevers and gameplay together to really press your advantages and turn a mess of hitting things into a cohesive playstyle. First we'll examine the two most basic playstyles, playing Defensively or Offensively, and how to counter those playstyles. The most common playstyle in SMPs, a defensive playstyle involves constantly keeping a little between your opponent and playing reactionarily. You will be playing slow and winning by Armor Drain, steadily but surely. This playstyle is very effective against players that seem to have good aim and fast mechanics, but have worse strategy and might be too eager to rush into things. This is how to pull it off using your kit. Defensive players need two things: they need to be able to run away from you, and they need to safely survive to drain your resources. An aggressive playstyle is constantly pushing your opponent, never allowing more than a short break. It mostly relies on being able to play faster than your opponent, making them panic or forcing them into bad decisions. You are often able to drop your opponent when they can't escape your quick damage. It requires strong mechanical skill and versatility with melee mechanics. Aggressive players want to disable your shield and catch you in a bad situation to crit you out. You're gonna need to react to all they're doing and avoid getting dropped at all costs. Minecraft ping is coded differently from other games. The two differences are that you can hit a player when you can hit them on your computer, even if your opponent and the server agree you can't yet, and your knockback is delayed by your ping. If you have 100 ping, you only start taking knockback after the 1/10 a second has passed for your computer to find out you got hit. Fighting Ping: Any opponent that has ping has slower reactions. Strategies like No-KB crits that require immediate counters work very well. Their shield disabling will also be very delayed: you can get away with much more aggressive shield usage. Don't try to combo against ping as much because their knockback is delayed, giving them a window to hit you. If you do, use Silly Circle Hitting or side strafes to make them miss, since laggy players often have more trouble hitting you. Low ping players should play more defensively since they can react very quickly. Using Ping: You are far harder to combo on high ping, since your knockback is literally delayed, giving you an extra window to hit your opponents. Its better to be using an aggressive playstyle. Use the Spacing Techniques detailed earlier in the guide to get in constant extra hits and pcrits before knockback takes place. It's also more difficult for you to be KB hit away, so a crit spammy playstyle is very effective (and annoying) here. PvP misconceptions The world of PvP is vast as it takes place in a sandbox game, giving players many options, and not all of them are good, despite how tempting they may seem. A great way to learn your mistakes is to watch better players play and simply try to notice what's different. Why might they be playing that way or using that item? PvP kit tips Basic tips: Advanced tips: Axe is a very strategic gamemode. Autohitting and backstabbing are of great importance. It's very common to let the opponent disable your shield, autohit them, shoot them with a crossbow to push them away, and run until their shield is back. You need a good understanding of what each player has available to them, and therefore what move they want to make. Baiting your opponent into jumping could get you a free crit, turning the tide of the round. Bowing them near the end of the round when they have no shield might finish them off. At any moment you might only have one opportunity or play to make, and your job is to find it and execute it properly. Now each SMP might have a set of standard rules when it comes to fighting, such as netherite or certain potions being illegal. Even though this is the case, the tips here can still be used on SMPs regardless of their rules. For this kit, we're going to assume that the kit contains fully enchanted netherite armor, 2 netherite swords (one is fully enchanted with Knockback I, while the other doesn't have Knockback), a fully enchanted netherite axe, 2 stacks of gapples, one totem, around 4 stacks of pearls, a fully enchanted shield, 2 stacks of XP bottles and finally copious amounts of Strength II, Speed II and some Fire Resistance (8 minutes) potions. Basic tips: Crystal PvP is using end crystals and respawn anchors to defeat your opponent. End crystals and respawn anchors are capable of one-shotting players in full Protection IV netherite armor, and so it is generally regarded as the most powerful form of PvP. Many survival servers ban or disable these items, and even on those that do, getting large quantities of crystals and anchors can be time consuming and expensive. Crystal PvP is all about being lower than your opponent and setting off your explosives so that they damage them far more than they damage you. Basic tips: Basic tips: Advanced tips: UHC is unique for a reason, that is because of a game mechanic being absent, the ability to heal naturally. This meant that you can't heal on food alone, and you'd need the regen and absorption from golden apples to heal. Aside from that, UHC has a diverse inventory of melee, ranged weapons and utilities that players can use to their advantage. Players must be fast at hotkeying, and scrollwheels won't simply cut it, since hotkeys are more accurate and faster. Second, players must know how to use each utility to their advantage, and must know when to fight defensively to drain or offensively to drop your opponent. Blocks for example, can be used not only to build/bridge up but also to put out a lava or a water source block when placed down. Its an interesting mix of the melee combat similar to SMP kit and intense mastery of usage of utility items. PvP building Factions This can be done with a Factions plugin or through other means. This is when a group attempts to irreparably exterminate members on another group and later destroy or loot all property of the said group. These can range from a surprise attack to a formal challenge of two armies, and can have up to hundreds of warriors on either side (though this is extremely rare and may cause lag). In some servers, you may be asked to pick a team without knowing who is on it. If you can't hurt them from the outside, hurt them from the inside! If possible, join your enemy faction while you are still able to. If you get into their base as a faction member, wait until the faction moderators are all offline. This is the best time to strike. Take their best valuables, then break the furnaces, chests, and burn the items with a flint & steel. If they have a water mine, block the water. If they have a staircase mine, put a lava or two at the top. Go to the "/f home" and dig a hole. Put lava in it, from the ceiling and make a wall so as soon as they "/f home" they will constantly respawn in lava. If you have spare lava, fill the place with it! Make sure that there aren't any hidden chests, and destroy the farms if no one in the faction catches on. If possible, if they don't know you griefed/raided them, wait until they repair their bases with more food/loot and restart the process! Remember to give loot to your actual team after each raid. In most, if not all faction servers, there is a plugin that allows factions to claim chunks of land. If you are raiding a base, there is a 99% chance that they have claimed their base. So how do you get in? Here's how. If you intend to explore the full tactical armory of PvP, then a helpful one and likely the first is the raid. Simply put, a raid is the theft of materials from the property of another player and killing enemy team members. Raids can have pros, such as drain the opponent's resources that could later have been used against you, and increasing your own resources. However they can also have cons, such as increasing the likelyhood of you being made a target by others. Generally, raids are worth the risk. There are three different types of faction raids: There are two objects that are absolutely necessary if you want the raid to be effective and efficient: The first is always needed since this may take some time. However, you may wonder why the list contains an enchanted diamond pick. It's because you can break almost anything fast. Without a powerful pick like this, the odds are that the owner will have mowed you down before you could even get inside their base! Therefore, you must be fast. Choosing a base is easy, and really, an unmanned base is a dead base. When a minimal amount of people are manning the base, then you can strike. Steal all goods. Remember that your point is sabotage, and so you should dispose of all you didn't steal. If you really want to damage them, clog all entry points. Don't stay around too long, though. Take a minute longer and they might be online and hunting you down, in the end you're just wasting your time. Keep in mind that faction wars are not always about combat. It's about preparations and knowledge in order to turn the tide exponentially in your favor, such as how you can slay a player in diamond armor with only iron armor and win a battle before going out to war. You can't rush into an attack, you need to plan it. There's lots of ways to get a kill without having to fairly "fight" your opponent. Now say a new enemy has come and they have Protection IV armor, with a Sharpness V sword, and an obsidian base. Attacking them would be suicidal in a fair fight (unless you have better equipment). First, send someone to scout their base while you prepare a full assault. TNT their base and ruin the defenses. This allows you to eliminate their source of power. Then, send someone to cause a diversion to distract them. They'll be chased all the way until they come back and finds the smoldering ruin that was their home. Lead them to a premade trap such as a TNT minecart bomb and detonate it as they chase you over it. No matter how geared they are, they will be killed and their base will be undefended. Always make sure every fight is strongly in your favor. Go to reasonable lengths to ensure you can attack, but they cannot retaliate, or sacrifice to gain power, such as you losing 10HP through snowballing them, but in the process breaking their diamond armor. Faction wars are not always about fighting. Although the point of a Faction War is to demolish, a clear assessment about the other side is helpful in doing so. Let's go into another scenario. Another faction is the strongest faction but is secretive, stealthy, mean, and rich. Your faction has never liked them, and in fact, hated them. But in terms of pure force, your faction is outclassed. They need you. Now, they equip you with invisibility potions, a diamond sword, a bucket of milk, a splash potion of poison and 3 of Harming, a bow with 128 arrows, and 32 pieces of pork. Throw in some Fireworks for distractions, and you're ready to go. The whole faction depends on you! Now, as a spy, don't ever alert them to your position, because even if they don't know who you are, you are someone sneaking around their base, and they will pursue. To do that, you must follow some steps. Make note of details, as intelligence is most important as it can get you get one step closer to victory. Do not forget that secrecy is required. Report back to your base once you think you have more than enough information on the enemy and that is when you can declare war. Another trick is to (if in a faction server) station your teammates nearby. (Say, a mountain bunker in the distance) That way, if you are caught and running for your life, you can send a distress signal or flares (The most obvious thing would be fireworks). One other trick is to pay attention to what you hear. Say you are in the base, and you hear someone munching on food. Avoid them as quickly as you can. If you hear a nether portal, then your team may be able to build a corresponding portal in the Nether and invade through the enemy's portal. Building a base to protect yourself from the diamond swords and the arrows? Good work! Here are some tips to help you make your base even more efficient: Bigger may not be better, as a visible structure gains visibility the larger it is, and leaves more space unguarded. On the flip side, big bases are good for large amounts of people that are working on something together, and can hold more munitions. A small base is also dangerous, because it will be easily demolished. One effective type of base is a base that is deep underground. Here enemies will take days to hunt you down, while you survive on a farm and branch mine for diamonds. Another base, meant for continuous habitation, is far above the world. Therefore enemies will be required to build up to it. Unless a prohibitively expensive defensive structure is used to get up, they can be easily pummeled with arrows, a single one of which could send them falling to their death or at least making them restart. For sky fortress builders, the most important rule is to not have any spots that are out of the fortresses' archers' line-of-sight. Try building the bottom floor in a "multiple ring" shape to do this. Also, make a disabled nether portal that will upon activation become an escape (disable it to ensure that it cannot accidentally link up to another portal). Bases in mid-air are effective during a raid, when manned, as entry is all but impossible. Again, this base type is best for continuous habitation, but it is only slightly more protected than a house on the ground if nobody is manning it. Also make sure to put cobwebs all over the bottom to stop ender pearl glitching. Every good base needs traps and defenses! First of all, we have the wall. A good wall should contain at least one obsidian or water layer to shield explosive force, and require at least one minute to mine through with an unenchanted diamond pickaxe. To further prolong base penetration, chessboard wood and cobble to force players to slowly break wood or switch from axe to pick. Traps are great defenses to surprise enemies that make it through the wall, but are generally not infallible. Note that self building walls can be useful during an attack to repair severe damage (aka the TNT equivalent of a bunker missile). However, remember that a trespasser will not simply pound at the wall forever (unless they are monotonously dedicated to it). Eventually, they will most likely climb it with blocks, or disable it by destroying the mechanism. This is one of the great secrets to PvP mastery! Trustworthy allies can be useful in many tasks, from grunt work to being the safe keeper of your gold. Be careful whom you choose for an ally, as treachery or lack of skill can easily hamper or destroy your attempts to thrive in PvP. Haste in that aspect is generally a waste. If the server you're playing on has the Factions plugin, you can create an impenetrable base with water and cheap walls. To do this, dig a hole along the border of claimed land (INSIDE your faction land, otherwise it can be blocked up or destroyed) all the way to bedrock. Next, cover your base with water, including the sides and roof, and let it flow down to bedrock. Make sure TNT cannot land anywhere in the base. There should be no blocks connecting your base to the wilderness. The water acts as a shield, making your base invulnerable to TNT, and impassable by enemies. The only way to counter this is make a sand/gravel cannon (a TNT cannon that shoots the falling gravel/sand instead). This can also be countered by a team of people using Wither. You can also bring elder guardians (if possible on the server) and bury them near the outside walls in obsidian, then build a wall of waterlogged stairs around the base. You can then cover that in another layer of water, forcing the enemy to use a Wither. You can use this to your advantage and get your whole team a smite V sword to shred the Wither(s) along with sharpness V to deal with the players after the Wither dies. Gather enough dirt to build to the build limit (about 3 stacks). Then pillar jump with all of it, or until you reach the build limit. Then dig 17 blocks down. Place 1 obsidian by pillar jumping with it, mark that corner, then build a 12×12 obsidian platform. (Set home to platform if /home is enabled!) Then find the corner you marked, dig down, (you should see dirt, and not fall), dig 2 more dirt down, replace the obsidian, and coat the bottom with lava. (Fire Resistance is highly recommended) Ender pearl down, dig the bottom block of dirt, and dig a 12×12×2 trench where the lava lands. Then teleport up, either with an ender pearl (may take multiple tries) or /home. You can now add the necessary items to your new base as needed. And finally, add redstone blocks around the edge, and build rings around the platform at a lower level for archers and potion lobbers to walk on. If the base is being raided, and your hand is forced, activate the self-destruct on your base. It is important to keep one on hand at all times and also have an escape. The self-destruct must be designed to overwhelmingly destroy all life and loot inside the base and the base itself but also be well-hidden. This is hard and so you should experiment. In times of need, start the lethal countdown and escape. Ender chests are good for these kinds of bases, as they don't drop their content and it can be accessed anywhere as long as you have another one. Escape pods are essential for above-ground bases as they can drop you deep underground into a water spot, where you can dig (possibly minecart) yourself up to the ground and escape with your friends (if you have more than just one pod) to far away from the base. You can lock the escape pods with pistons to prevent enemies follow you when attempting to escape. Not all of your faction skirmishes in the PvP world will be set up beforehand. Organize raids with your faction. Find some server to host a voice chat box with your teammates. This will allow you to coordinate your attacks on hostile bases and their creations. The more connected you are with your fellow faction members, the more likely you are to emerge victorious. Keep in touch with them and increase your odds of success. Let's say that you have just moved in with your awesome new faction. They have diamonds, dozens of anvils, and general awesomeness. Now, a faction war has started, and you have no base, no food, nothing except what the faction gave you. This is dangerous. In the event the faction fails, you are defenseless. Trust nobody and keep a secret base all to yourself. Put a home there and be safe from pursuers and spawn campers. Be ready! If you need to and fear that the faction is about to fall, steal some items and leave the faction when necessary. If your group's/faction's leader has been killed, or you just feel like it, don't be afraid to go rogue. In order to do so successfully, you need to follow certain rules. First, you need to either decide whether you want to be a wandering rogue, or a bandit-style rogue. Wandering rogue life is relatively simple. You wander around, and occasionally raid abandoned or unguarded bases, and avoiding other players at all costs. If you decide on this, you can refer to the nomadic experience tutorial to help you get started. If you want to be a bandit-style rogue, however, then you need a top secret base of operations, and lots of equipment. Only engage people if you are 100% sure you can win, and escape as quickly as possible. Trust no one, let no one see you. Although the life of a rogue may not be as action-packed as being in a faction, it is certainly profitable, and once you have enough stuff, you might be able to join a new faction, either to settle down or backstab them, get their stuff, and move on to the next gullible faction. PvP in large factions can include multiple scenarios, from individual murders or attempts to murder, to entire factions battling it out with lines of defense, barricades, and tunnels. There are three major melee builds, which will be discussed more in depth later. They are: The first situation is if the enemy has large numbers of archers. Send a wave of soldiers charging in, with moderate armor, and some skill, as well as some Special units to cause some starting chaos in their lines. Even better, get some ender pearls and rush in to engage the archers, who will often be weaker in melee combat. If they don't have archers, they will run or charge. If they run, have archers retreat to the back lines and then have the whole army sprint, bunching Juggernauts close to the front line while staying together, for maximum impact. If they charge, stop their forward momentum with arrows, shooting when they are 10–15 meters away. Then the infantry should then fight for a bit, while juggernauts and potion lobbers move in at sprinting speed to surge into enemy lines and later replace the infantry and slaughter anyone that was engaging the infantry. Make sure that the juggernauts and potion lobbers do this carefully, as the enemy infantry may have lethal potions. However, in general, the enemy can do little versus Juggernauts and potion lobbers coming in from a flank as well as a defensive row of Exotics to stop enemy Juggernauts from advancing effectively. However, if you are on the attack, there are some threats to your advance you must take into account. Then charge with infantry, followed immediately by exotics. The juggernauts among you should flank around and smash the enemy infantry after a few seconds of fighting. The Exotics should only engage juggernauts in combat, and only with superior numbers. In this situation, have archers aim for infantry advancing toward the fight, NOT the enemy front line, where you could shoot one of your own men. One can make some professional charging units with horses. Never have everyone charge at once. They will lose momentum and a solid position, while also becoming less cohesive which causes less damage distribution. Retreat, while also dangerous, is far safer. A server wars is a mass battle with a large quantity of the server's playerbase participating. The attacking parties are typically organized and well armed. They launch an attack big enough to cause a disturbance on the server. Another party, typically admins, retaliates against this attack. If the retaliating party is composed of admins, it will typically resort to Intel and the power to ban players. However, admins will counterattack with weapons in the process of banning the attacking players. Unless they allow griefing of course. In an all out server war, you have two choices: you can either fight for one of the two parties, or you can flee to safety and let the admins sort it out. Most players decide to fight for their server, however, players who have a lot of resources like diamond might feel the need to protect their precious resources and flee to safety. If you decide to join the party that is defending the server, you don't really need to worry about firepower since you will probably be armed by fellow soldiers. If you join the attacking party, you should equip enchanted weapons with high damage. It is also good to equip weapons of mass destruction such as TNT, end crystals, lava buckets, etc. You should do everything in your power to keep your nametag hidden if you don't want to be banned. Being banned means you are out of the server, and out of the war. You can no longer fight alongside your comrades. When you are fighting with the attacking party, you typically want to destroy as much as possible and invade as much of the server as you can. A good tip? Drink an invisibility potion, arm yourself with end crystals and blast protection armor, and let the terrorist bombings commence on anyone you see, especially the ones that are insecure. Remember, the retaliating party doesn't always win even though they seem like the "underdogs". Server wars are won with great soldiers, and most importantly, great leaders. You don't have to be a "grizzled" war veteran to be a great general, a great general is someone who is smart and fights alongside their soldiers. Remember, great generals take point, they don't watch from a safe distance and bark orders while watching their fellow players get slaughtered. Also, if the server has mods equipped, especially mods like "flans mod", "flintlock weapons mod", or "Mo' explosives mod", use that to your advantage! Because of the nature and the danger of these wars, the mechanics of these "groups" of people that are attempting to overthrow the server will be explained. Generally, the group may know each-other personally. If three friends chose to do this, and each friend tells two of their friends, then we already have nine people ready to attack. Doing this makes it easier to create order and hierarchy. This is also done to deter any traitors or turncoats in the group. Some of these groups go into faction servers, claim land, and make a legitimate faction. They will probably use the faction as a temporary "bank" for what they steal and make. They will build a secondary base, and will use this when they attack. They are highly armed, and are equipped with heavy enchants, potions, lava buckets, redstone, TNT, and whatever the Modifications on the server make available. They disband the faction, and move to the other base and create a new faction, (if they make one at all) and begin their attack, or they may each stay factionless (to avoid detection) and cause great destruction to large bases using the exploits above, communicating attacks via a third-party social platform. There is a hierarchy involving the status and rank of the players usually, there are generals of the troops that go to battle. They are on the battlefield. And they command the players to attack. But these generals get their orders from one player. This player is the equivalent to the "god father". They are never seen, although sometimes in the game anonymously. Several of these groups have primarily PvP champs, but most of them have hackers, x-rayers, cheat mods, and whatever they chose. Most times the hacker is the godfather or at least close to the top. They also have spies and intel groups. This is not the most usual case, but there are exceptions. Some of them have strategies that they commonly use. Some are griefing, personal raids, and singling out a player. For example, if they know that a player has valuables (diamonds, enchanted books, etc.) and they don't know where it is hidden, they may grief and threaten the player. PvP behind the scenes Your presence on a server is important for gaining allies or a following. If you want griefers or spawn killers on your side, be really nice to them. Most of them are notoriously good at PvP from practice, and giving them a reason to be on your side through making sure they never have to worry about starving or being hunted by others is a good way to avoid alienating them. Ironically, this may be the most effective way to make allies with random people, giving them full access to all of your resources and your considerable efforts to be hospitable will generally remove any want to take your items. (As always, this may backfire). If a server has an online dynamic map or if the Rei's Minimap mod is allowed (most likely), USE THEM. Rei's Minimap helps you understand what structures are ahead of you, and Online maps show everything and also show locations of players. Forgo any advantage you can get your hands on. Whether it'd be a Drop Party or an organized PvP match, participate in server events and you'll be known by most members in the server. This means people will have second thoughts of attempting to kill you. This one is obvious. Make sure to be friendly and caring with your members. Give items randomly to the squadron. Make an Army, Navy, and Air Force if you must, but let them mingle. Give crate keys to your teammates if the server has a crate system. And make sure to not act stuck up. Listen to their opinions. If you want a Mega-Uber Skull Laser Chainsaw Castle of Death™, and your friend wants a smaller base, compromise. Let's say you're on a faction server and you have many enemies. Your base has not been found until now. Two players each holding a Sharpness V, Fire Aspect II, Knockback II sword and wearing Protection IV armor are directly outside your base setting up a TNT cannon. You should always have defenses that are innately active, such as obsidian and water to negate explosions and if available, a spawner that can funnel out mobs on command (go exploring for spawners) to distract and dangerously deter, or snow golems to break armor. If you have these, don't jump down and PvP. Wait for the spawning mobs to break their armor, or call for your faction members and allies to assist in defeating the enemy. In these cases, booby traps are good, so set up booby traps everywhere where the enemy can't find them. In fact, make some that are meant to make the enemy know about the traps but it itself is a trap. These work as warnings and signals. Use tripwires and wool under them to use as signals for example. If you're building a massive fortress near the spawn, a griefer or simply a plain idiot might run behind you and kill you, disassemble your fortress and run off with your materials. Well, the easiest method to prevent this is to build your house away from spawn and try to survive a good distance away from spawn. It is usually a good idea to use a home-setting command around this area where you wish to live, as if it is a long way away from spawn and you die, it's a long walk, or mad chase if there are spawnkillers with diamond armor and enchanted diamond swords. Using the /home command if you used /sethome cuts the time getting to your safe zone drastically, usually having the spawnkillers and griefers be dazzled in confusion. The best way to keep your most precious valuables is to put them in an ender chest. Then put a chest in your house with basic invaluable items in it (with a few valuables mixed in to help fool them), and bury a chest with 8 obsidian, an eye of ender, a crafting table, and other less semi-valued objects in it a short way away from your house. Even if your entire house is a crater and the ender chest you placed is destroyed, the chest you buried will still be safe, and you can craft an Ender chest with what is in it to access all your valuable items and loot in there, as well as the loot in your actual chest. Getting started on a server The following is a step-by-step tutorial on how to survive while being new to a PvP server. Follow in this order: Tip: You must have a fallback in your base in the case of hard times. This means: A lot of times in single player survival Minecraft, you are going to need something. In factions, you are going to need it a lot more because you are competing with other people for it. Some ways to get it faster: Despite lag making people randomly visually act, cause injury because of damage just showing up, and crash the server, it may still be useful instead of a nuisance if you know how to control it to your advantage. Whenever you hit someone under the effects of a lag spike, there is a chance that they won't be hurt and can escape. You can use this time to run when a lag spike comes, therefore you may escape if necessary. Keep in mind, lag also delays redstone machinery, meaning if there's a staircase that only activates when you're on a pressure plate, you can get up easier. There is that one case of being left for green. This means that your squad disbanded, you are out, all alone with maybe a few enemies a kilometer or two behind you looking for you, and you're starving. Be independent. What if nobody is there stupid to help you? What if your leader takes all the valuables and leaves their troops out to die? You must gather resources, get help of any kind, whether it be a lone man just with a stone toolkit or a juggernaut in Protection IV armor, and you must be careful and start your own faction. Tip: Since anyone can be bought…eventually, keep your own secret, hidden, well guarded bases. Never tell anyone about it. It is for you and only you. Be smart with what you learned. Many people know how to make traps. That is good on one hand, but on another, they might not know how to use their knowledge to their advantage. Combine traps and improvise offline. Think first before charging ahead to do something. Think first of the necessities, which are supplies, and deal with the secondary needs after. If you stand no chance, save what you can save and run. If you're nearly killed, and have no hope of victory, run. And don't let yourself be lured into 1-on-1 PvP unless you can win. Use your mind over your in-game muscles. Most important is to use your environment wisely. For example: if you're in a jungle biome, run into the trees and attack your enemies! If you're in a big NPC-village with iron golems: make your foe hit the Iron Golem, then run off and snipe the foe! If you're on a small island in an ocean biome: get a boat, sail a little away, and use your bow to take down that diamond-armor juggernaut! While in the Nether, surprise the enemy with a bed and kill them with the explosion! While in The End, spleef your enemy into the void for a sure victory! It will all be yours if you succeed! Your sword might be a strong weapon, but your bow is even stronger if you use your mind. Also, don't be scared to use potions: they can give you a great advantage over your non-potion using enemies. In other words, take into account all your advantages, all their advantages, and weigh the options. Sometimes, you need to guess and check. The most important ones are your advantages or disadvantages in: Be aware of your surroundings, even when playing casually, to avoid being ambushed. Let's say that your base is in the sky with a public chest containing some equipment. Then, all of a sudden, you come down with one teammate and realize that the base is being raided! In the chest, you find some string and cobblestone. The enemies are in iron armor. Now, if the raider's armor was not enchanted, then you're in luck. A stone sword against iron armor with no buffs deals a full heart of damage. A fully charged bow does about as much damage as a diamond sword. Even if you have no armor, you still somewhat stand a chance against those two since it's you and your teammate fighting them. You do not need to be the same size as long as you can beat them. If you and your teammate are strategic, let's say they stick together, and your enemy doesn't, then you are almost guaranteed to kill them, that is if both of you have at least stone swords and they are alone with an iron sword and full iron armor. If you got lucky enough to mine a diamond sword, bring that out too: if you can, enchant with even just Sharpness I, which will do about 5HP hearts every hit. If you somehow have gotten a Strength II potion, maybe by buying it on a server, then DRINK IT! It will multiply your damage by 3.6, so that 5HP, if you make that a critical hit (by falling when attacking) (will do 7HP hearts) WITH Strength II, then you just might have killed your opponent in one or two hits. You may be thinking that people who have lost so much that their anger is uncontrollable are going to go psycho to win and when people come with supreme equipment you should be scared out of your wits, since that "causes" adrenaline. No! Anger and fear are both factors to defeat. When either happens, whether it be an attempt to kill a player who has diamond armor with your fists or combat logging just because you are so scared that you have to go to the bathroom of fear of peeing in your pants, you will most likely forget all the tips you have learned until you get back to your senses. Avoid that. Now, you must stay calm. Run for cover, and don't stop to watch the deaths of your teammates. If you have one, drink a Potion of Swiftness (the second tier is highly recommended), and keep running. Do not turn back, do not look back, do think of what's back there, and do not stop. Just keep running until you reach safety, whether it be allied or peaceful territory, or a secret place. Don't stop. Stay sharp. Remember what's been said about not trusting anyone? Your turn to chip in to take a stab at backstabbing. Create peaceful factions for your team. Their only purpose is to earn supplies while being impossible to touch. If two players in diamond with enchantments come and raid your base, and you're 4 people in iron, and only you have a full set of diamond equipment, do not bring it out! It is obvious you don't stand much chance as you are overpowered. You do, however, need to keep potions of Strength and Speed at a minimum. Also, keep flint and steel, along with fire aspect swords and bows, along with you. And if you find generation errors that create gateways to the Void, use them. Don't forget to keep your dispensers loaded and ready to fire with arrows, damage splash potions, and fire charges. The reason why this equipment and these traps can beat people in diamond is because they go right through their armor. Nothing, not even diamond armor, can resist their effects (except for arrows. Fire, potion effects and Void damage are the only lethal things unaffected no matter what kind of armor.). Also, a potion of invisibility will mean no one will know where you are attacking from! Remember the gift of decoys. Say you have nothing at all and you were just a player that started in a faction war faction. Use your expendable condition. Say there is a hall of traps designed by a redstone scientist. Throw yourself at the traps, run like a madman, break those hidden redstone clocks, and just kill your player on those lethal traps so your faction can zip in and break a hole in their obsidian shield. To victory! On some servers, the PvP can take place in real life, as well. If you have many friends who play Minecraft, you can call them to join your (allied) faction, which will make strength in numbers. If one of your friends is good at persuading or knows a lot about strategy, that's even better! Also, if you know your in-game enemy well in real life, you can somehow reduce the time they can play or have a talk with them, so they may have a change of heart. No matter how your opponent fights, they are bound to have some kind of weakness. Wastefully attacking where they are well defended won't work, and you will usually have to change your plan accordingly. Is he not using a shield? Abuse yours extra hard by blocking all their hits. Debuffing you with splash potions? Chug some milk. Shielding your arrows and tridents? Whip out the Piercing enchantment. Not even the heavily-geared Netherite player is invincible: you can bypass their armor with splash potions and tipped arrows. This also brings to the next point: Just as you adapt to your opponent's tactics, your opponent will adapt to your tactics. If you see your opponent change their actions, think about why he is doing that. Don't rashly play into their hands. If your opponent just placed blocks to stop you from shooting them, stop shooting them and attack up close. Just as your opponent counters your actions, you need to counter their actions. Your plan of bypassing their Protection IV Netherite Armor with tipped arrows may be a sound plan, but if he starts holding down their shield, you'll have to change. If you, say, start shooting with your Piercing Crossbow then you're golden. As long as you are devising and implementing counters to your opponent's counterplay, then until your opponent figures out what to do in response, you have the advantage and you should press it. The longer one plays reactively rather than proactively, the more of a disadvantage they are at. It is said above regarding running in traps (refer to "Diamonds aren't the key to victory") being a tactic that will fool the enemy, this makes it a rather effective attack. Always use psychology as a weapon! When running into a row of tripwires, the enemy might find it as a suicide attempt and not as a double trap, although not likely since most people will tend to just chase you. However, if you have a circuit that makes it so that the first time somebody runs through it, there is a chance your enemy may think that it's a dud or just a scare for the raiders. Once they step over it, though, the trap activates. This makes it useful since it can make the enemy think you are intending to run away when you're instead luring them into a death trap. If you have any type of invisibility potion or maybe you are just good at not being noticed, you can easily lure the enemy away from your actual position, then jump-attack them when they are least expecting it. This can be the key to a neck-and-neck battle, where your enemy's equipment is as good as yours. Gallery See also Tutorial:Traps References Notes Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Tutorial:PvP_(Java_Edition)#Crystal_PvP_/_CPvP] | [TOKENS: 15918] |
Tutorial:PvP (Java Edition) PvP, an abbreviation of player versus player, refers to multiplayer combat in Minecraft where players fight other players. This guide covers Java Edition PvP in the most modern versions of vanilla Minecraft. For other version-dependent PvP environments, see PvP. Contents PvP terms PvP kit types A kit in PvP is a pre-determined loadout of items. Kits function as PvP gamemodes, and require different skillsets from one another. The following list includes kits that are officially recognised by servers and tier testing, and are thus commonly practiced: PvP equipment A combatant's equipment is an important factor in PvP, as it determines survivability, damage output, and versatility. Having good gear does not guarantee success, as skill is far more impactful in the modern combat system. Becoming familiar with the usecases, strengths, and weaknesses different equipment is an important aspect of PvP. Swords are the best weapon for doing combos, as well as for breaking out of an opponent's combo, due to their high attack speed. While they also have the special ability to do sweep attacks, this is only useful when fighting an opponent's wolves. When all four melee weapons have maxed out enchantments, swords have the highest DPS and the third-highest damage per hit. Axes are essential for their ability to stun shields, and are the second-best weapon for dealing high-damage single hits. When all four melee weapons have maxed out enchantments, axes have the second-highest DPS and the second-highest damage per hit. Tridents can be thrown as a projectile or used to escape threats using the Riptide enchantment. When all four melee weapons have maxed out enchantments, tridents have the lowest DPS and the lowest damage per hit. When all three ranged weapons have maxed out enchantments, tridents are tied with crossbows for the fastest charge time, and have the lowest damage per hit. Maces have the ability to deal devastating smash attacks after falling, and are the best weapon for dealing high-damage single hits due to the Breach enchantment. When all four melee weapons have maxed out enchantments, maces have the third-highest DPS and the highest damage per hit, even without doing smash attacks. Bows are the best ranged weapon for dealing damage, and can also be used to quickly spam uncharged arrows to deal chip damage. They are also the only ranged weapon with access to the Flame enchantment, and are thus essential in Cart PvP for activating TNT minecarts. The Punch enchantment greatly helps with bow spamming, as it increases knockback, making it harder for the enemy to reach the player. When all three ranged weapons have maxed out enchantments, bows have the slowest charge time, the highest damage per hit, and the second-highest DPS. Crossbows are the best ranged weapon for spreading tipped arrow effects, and for the utility of having an instantaneous long-ranged shot that can be used at any time, so long as they have been charged in advance. When all three ranged weapons have maxed out enchantments, crossbows are tied with tridents for the fastest charge time, have the second-highest damage per hit (by use of 7 star firework rockets), and have the highest DPS (Quick Charge III with 7 star firework rockets). Armor is essential to have for PvP, as failure to equip any armor will result in near-instant death. Different armor material types have differing amounts of armor points, armor toughness, and durability. The armor material types with zero armor toughness are extremely frail, and thus require high levels of Protection to be useful. Shields are an essential defensive tool, as they block 100% of melee, ranged, and explosive damage when active, and block in a 180° arc in front of the user. When using a shield, there is a 250ms delay, ping not accounted for, before the shield becomes active. Shields that are in the active state will become stunned for 5 seconds if hit by an axe, regardless of the axe's attack cooldown percentage. The durability loss a shield endures is dependent on the strength of the blocked attack, with attacks dealing 3HP or more taking durability damage equal to the strength of the attack rounded up. They have 336 durability. A combatant should make sure they have a full hunger and saturation. Reaching 20 ( × 10) hunger after eating food causes health to quickly regenerate at the cost of saturation. Health also passively regenerates slowly when hunger is at 16 ( × 8) or above, and stops when below that amount. Additionally, if hunger dips below 6 (), sprinting becomes disabled. The best food types are those that have provide high saturation when consumed. Golden carrots, steak, and porkchops are the food sources with the highest saturation that are still able to stack to 64. Golden apples and enchanted golden apples directly provide Regeneration and Absorption alongside having good saturation, making them the best food types. Blocks are useful for obstructing attackers and making escapes. They are especially useful in tight spaces like tunnels for blocking off a pursuer. They can also be used to pillar up to safety in a fight, at the cost of becoming vulnerable to being knocked off by projectiles. Some blocks have unique properties, such as high blast resistance, flammability, or being openable. Openable blocks such as chests or barrels can be used to counter cobweb or lava users by having them open the block when they try to place cobwebs or lava. Potions apply a variety of useful effects. These effects can strengthen allies and harm enemies when thrown as splash potions. In addition, lingering potions allow for a larger potion radius, but do not deal their effects on impact, and are expensive to brew. Drinking a regular potion takes time and leaves the user open, while splash potions can be used in quick succession. In the middle of a fight, it is most practical to splash them at the user's feet, especially when using splash potions of healing. Lingering potions are useful for either making an area inaccessible for a while or allowing everyone in a team to heal together. Using negative splash potions and lingering potions as throwable projectiles is not advised, as the throwing distance is short and each projectile takes up an entire inventory slot; tipped arrows are optimal for this instead. Ender pearls can be used to escape opponents, allowing the user to heal, or to pursue a fleeing opponent. Ender pearls inflict damage to the user when landing, damage that can be reduced by Protection and Feather Falling. Ender pearls can be used to scale walls, done by placing a block below one's self upon landing into the wall. A ender pearl stasis chamber can be used to teleport out of a dangerous situation if activated remotely. Water buckets can be used to obstruct opponents, buying more time to escape by slowing them down. It can also be used to avoid taking fall damage, destroy cobwebs, put out fires, and travel up walls. Lava buckets can be used to damage and slow opponents, as well as to create small barricades. The Protection enchantment greatly reduces the effectiveness of lava as a damage option, making lava buckets more practical for low-power fights. Redstone can be used to create traps and TNT cannons. Building a trap in a strategic location and luring the opponent into it can be an easy way to win a fight. However, constructing traps or TNT cannons using redstone in the middle of a fight is highly impractical, and thus traps and cannons that are easier to build and do not use redstone are preferred. End crystals can be placed on obsidian or bedrock, and when punched cause an instant powerful explosion. They can also be placed and exploded rapidly, but in order to do full damage and knockback on an opponent, the user must first knock the opponent up near the end crystal, or place the obsidian and crystal as the opponent is midair, for maximum effectiveness. As long as the user is at least 1 block below the exploding end crystals, the user takes little damage from the explosions. Respawn anchors when given a piece of glowstone can be right clicked on for an instant powerful explosion. Unlike end crystals, respawn anchors do not require a block for them to be placed, allowing them to be placed right at an opponent's feet without having to hit them up. However, respawn anchors cannot be activated in rapid succession and cannot be used in the Nether, unlike end crystals. Respawn anchors also pose a higher threat to the player using them than end crystals do, and thus it is recommended to place a block between the user and the respawn anchor before activating it. Beds are the Nether counterpart to respawn anchors, and have the benefit of not requiring a fuel source to activate. TNT can be used to build traps or deter opponents from approaching or chasing. TNT can also be used in specific formations to launch other TNT towards opponents. TNT minecarts can be used offensively in a similar way to respawn anchors, and are activated instantly with a bow enchanted with Flame. The damage of a tnt minecart explosion is influenced by the velocity of the Flame arrow that activated it. Flint and steel can be used to alter the battlefield by setting surfaces on fire. Due to the Protection enchantment, fire damage is largely negligible and is instead useful for the movement disruption inflicted by it. The screen effect incurred from being on fire also obstructs a player's field of view, however this can be circumvented by use of a low-fire resource pack. Fire charges are identical to flint and steel when used as an item, but can also be fired by dispensers. Flint and steel has only 64 durability, and is therefore used up in the same time as a stack of fire charges. However, flint and steel when enchanted with Unbreaking becomes the superior option. Cobwebs slow any player caught in them to a crawl, trapping them and make them easy targets. Ender pearls are the best way to escape from cobwebs, and water buckets can also be used to destroy them. They can also be destroyed with a sword, however being inside a cobweb whilst not being grounded causes mining speed to decrease dramatically, making this a poor escape option. Cobwebs can also be placed on one's self to act as a barricade against attacks, so long as no part of the player is exposed. When held in the offhand, totems protect the player from a lethal hit (except from the void), and grant them temporary Regeneration, Fire Resistance, and Absorption. Totems can be quickly re-equipped by hovering over one in the inventory and pressing the F key to replenish the offhand, or using hotkeys/Shift+Right Click (not rebindable) to replenish the mainhand. A totems of undying only returns your health to 10 at the moment of use, and wipes potion effects. The severity of the screen obstruction that occurs when a totem activates can be reduced with a resource pack. Mining tools allow for modifying the terrain, tunneling away, and destroying defenses. They are most useful when enchanted with Efficiency, as this increases their mining speed. Shears also disarm tripwire traps without triggering them. The elytra can be used to travel long distances at high speed, surprise attack enemies, make quick escapes, and become difficult to hit. Wearing elytra dramatically reduces damage reduction due to taking up the chestplate slot. Having Mending on the elytra, as well as a supply of experience bottles, is recommended for sustained use. Elytra can be used in tandem with a mace to deal smash attacks with better precision and safety, however the elytra must be unequipped the moment the smash attack is dealt for the smash attack to activate. Fireworks can be used to boost with an elytra. Fireworks made with firework stars can be fired as explosive projectiles using a crossbow, with higher star counts resulting in higher explosion damage. Horses can be used to travel around the map quicker, as well as to reach high places using their high jumping. While getting hit on a horse prevents knockback to the rider, horses are not recommended for direct combat. This is because horses have a random chance to be stunned when taking damage, making themselves and their rider vulnerable. They are also quickly killed by attacking players, and are outclassed by elytra for travel. When using a horse, having a supply of hay bales to heal it is recommended. Tamed wolves will aid the player in combat by targeting the last entity that was hit, or the last entity that hit their owner. Meat food types can be used to heal wolves and cause them to breed, making more wolves. Equipping a wolf with wolf armor is highly recommended, as failure to equip wolves with armor causes them to die quickly to attacking players. When using wolves, having a supply of armadillo scutes to repair their armor is recommended. Due to the way wolves jump when attacking targets, they often miss their attacks. This in combination with their low movement speed, damage output, and health pools causes wolves to be poor allies in combat, requiring a large army with status effects for wolves to be useful. Enchantments for PvP Power increases damage dealt by 50% for the first level, and by 25% for each subsequent level. This results in Power V giving a total damage increase of 150%. Breach decreases the effectiveness of a target's armor by 15% per level. This results in Breach IV giving a total armor effectiveness decrease of -60%. Density is a must-have in kits revolving around repeatedly chaining mace smash attacks. However, for kits that do not offer wind charges or an elytra, Density is completely outclassed by Breach. Flame sets the target on fire for 5 seconds per level. This results in Flame I inflicting 5 seconds of burning, dealing 1HP each second for a total of 5HP over time. Burning damage does not take effect when the target is already taking damage from other sources, such as melee/ranged attacks or explosions. Punch increases the amount of horizontal knockback inflicted on the target by 3 blocks per level. This results in Punch II dealing 8.792 blocks of knockback. Knockback is not a recommended enchantment for the majority of PvP kits. The enchantment makes it more difficult to combo in PvP that doesn't have netherite armor, and makes it easier for your opponent to back out of combos even in PvP that does have netherite armor. The Knockback enchantment's only usecases are in Crystal PvP, where Knockback I is used to knock opponents into end crystal explosions when spam clicking, or in netherite SMP PvP, where Knockback 1 can be used to combo more effectively at the cost of combos being easier to back out of. Protection is required in all forms of PvP, as armor without any Protection enchantments is incredibly frail. Having a piece of Blast Protection armor is required in Crystal PvP and Cart PvP, as not having any Blast Protection results in instant death to two crystal explosions even with a totem of undying equipped. Having more than one piece of Blast Protection armor is not recommended, as having only two pieces of Protection armor will result in dying quickly to Strength II-boosted melee weapons. Projectile Protection increases projectile damage resistance 8% per level. This results in a Projectile Protection IV armor piece giving a total projectile damage resistance increase of 32%. Both Fire Protection and Projectile Protection have no usecases for PvP. This is because sacrificing Protection for one of the two is never worth it, regardless of the type of PvP kit. Feather Falling is not mutually exclusive with any other enchantments, so it is always worth having. Thorns is not a recommended enchantment for PvP, as the damage of thorns becomes inconsequential against the Protection enchantment, while still massively harming the sustainability of your armor. In addition to this, when Thorns inflicts damage on the opponent, it will grant them knockback immunity for 0.5 seconds, as all indirect damage sources do, which disrupts combos. Bows are virtually never at risk of breaking in a PvP fight, so Infinity is always preferred over Mending in a PvP environment. Unbreaking is essential to have on armor, as armor durability is a key factor in high-power gear PvP. Excluding shields, it is not as important to have Unbreaking on other items, as they are very unlikely to break from full durability in a PvP fight. Mending, like Unbreaking, is essential to have on armor, as armor durability is a key factor in high-power gear PvP. It is important to omit having Mending on equipment other than armor in a PvP fight, as repairing armor using bottle o' enchanting must take priority over repairing other equipment. Loyalty is not a recommended enchantment for PvP. This is because tridents are poor weapons for damage-dealing, leading to the utility of Riptide being far more useful. Riptide is the main reason to use a trident in PvP, as tridents are poor damage-dealers, resulting in the utility of Riptide being their best usecase. Curse of Vanishing can be useful for preventing opponents from collecting your gear in a team-based PvP fight. Quick Charge is an essential enchantment for crossbows, as it drastically increases their DPS and rate of spreading tipped arrow effects. Spamming arrows with a Quick Charge III crossbow is a viable strategy, as it will repeatedly damage an opponent's armor and make it difficult for them to approach. Piercing is most useful in low-power PvP kits, as the utility of letting a crossbow ignore a shield is very helpful. Piercing also acts as a pseudo-Infinity enchantment that works with tipped arrows, however the arrows have to be picked up again manually. Piercing becomes less useful as gear becomes more powerful, as Multishot begins overshadowing it for the utility of spreading tipped arrow effects when the crossbow itself stops dealing meaningful damage. Multishot is incredibly useful in high-power gear kits for the utility of spreading tipped arrow effects. It also by nature makes it easier to land arrow shots, and drastically increases the effective coverage of shot firework rockets. Status effects for PvP PvP settings It's important to determine the best settings for you. Settings don't improve your fighting skill, rather they make your fights more comfortable. It is discouraged to constantly change your settings to try to find the "perfect" setting that will "magically make you the best". Get settings that don't limit your gameplay and get skilled with them. Having more FPS is incredibly important if you have a low-end system. Tone down most of your graphics, such as setting it to "Fast", turning down your render distance, and turning your FPS cap to unlimited are some examples that can somewhat improve your FPS. Additionally, you can also turn off particle settings as some particles are too obstructive such as the crit particles and totem particles, but this also means you need to listen to your sounds more carefully due to lack of a visual sign that is usually seen in these things. Next are your controls. First, modifying your keybinds is totally up to you. Using the default 1-9 isn't recommended, as the numbers past 4 or 5 are inconvenient to reach. Although using the scroll wheel in your mouse can be helpful, keybinds are faster and more accurate than using the scroll wheel if you become good with your keybinds. Your mouse sensitivity is also dependent on each player and choosing one that you're comfortable with is essential with getting better aim. With a high sensitivity, your crosshair would start becoming shaky and you won't accurately track your opponent as your mouse is too fast, while if your sensitivity is too low, your rotation is too slow, thus you won't be able to track your opponent that moves too much and too fast. Other settings to change are turning Auto-jump to off and turning your sprint to "Toggle". An ideal FOV is any FOV above 80-85, letting you see enough so that enemies can't strafe behind you easily but not making opponents too small if they are at the edge of your reach. Its best to turn off FOV effects as well as Damage Tilt completely, as they cause your screen to warp and shake during fights that makes aiming much harder. Resource packs are optional but sometimes they make your PvP experience more comfortable. Some vanilla textures in the game obstruct your vision too much, such as food, explosion particles, swords, fire, and offhand items, so texture packs reducing the size of those are definitely recommended. While resource packs that function while minimally modifying the vanilla aesthetic are called overlays, one may opt for a resource pack with cosmetic changes, too. Mods are also important and some of these are tailored for PvP combat. Sodium and FPS-increasing mods are incredibly essential and PvP clients like Lunar, Badlion and Feather feature modules that significantly help in combat. PvP locations The location where PvP takes place affects general gameplay and can affect strategies. This is when two players fight in the naturally generated terrain of Minecraft. In this type of fight, players decide on a designated area or may be unexpectedly attacked (underground, caves, cliffs, or strongholds). One can also add custom features into the natural terrain, normally player-built structures. This is PvP that takes place in a unique area or challenge map. Players that are friends may decide to create or use a challenge map that facilitates PvP. The players may choose to divide themselves into multiple groups, enjoy a free-for-all, or any other distribution of players that fight among one another. Players may prefer to build an arena for the sake of organization or aesthetics. A hazard is any area that's dangerous or disadvantageous to be. Most likely its a lava pool, ravine opening, or for a particularly experienced player, even just a wall that's easy to headweb against. In any case, both players want to stay away from it and force the other player into it. When playing around a hazard, strafe around your opponent constantly and stay low to the ground, letting you move more effectively to put them in between you and the hazard. Whether you're successful or not, you'll need to push your opponent back and gain ground. To do this, disable their shield and don't let yours be disabled, at all costs. Use techniques like Shoving to advance forwards consistently without taking much knockback or Uppercutting to gain lots of ground very quickly. If your opponent crits you, Sidesweeps are a viable option (only if you're losing) to run around behind them and flip the scenario on them. PvP context It is important to note the context in which PvP takes place. Friendly PvP is when two or more players agree to PvP for friendly practice and training only. Friendly PvP is great to play on LAN. It is the least hostile option for PvP as it: In organized PvP, players agree on the circumstances of their fight, and then battle. The victor may be agreed to receive anything, from diamonds and emeralds to proven superiority to nothing at all. This type of PvP can be highly competitive and players may need an impartial judge to moderate. This is when someone surprise attacks you without warning, and is mainly common in SMP PvP. If you have better equipment than your attacker, you will likely be able to kill them. At this point, there is no better time to give it your all. Utilize anything and everything at your disposal to destroy your opponent — any method that Minecraft provides, you should exploit. (Combat-logging, hacking, and other out-of-game methods are unacceptable except on select servers.) Always carry extras. You never want to be stuck in battle without a weapon. Therefore, extensive measures must be taken to ensure that equipment can be readily replaced in a fight, such as enchantments, extras, and consistent resupplying. Press any advantages you can, and consider fleeing if you don't think you can win. There's little point in being honorable, and more point to staying alive. Make sure to understand your disadvantage if you are attacked unexpectedly. Your opponent likely has applied potion effects or eaten golden apples in advance, giving them saturation and absorption. To stand a chance against them, you'll need to do the same. Keeping combat healing items, ender pearls or potions on you as well as in your hotbar can save you in those situations. In this type, 2 players spawn in a set map with an arranged set of equipment, thus the name of PvP. Practicing kits are important in learning the basics of PvP. And the kits can also be customizable depending on the server. Minigames are typically played on dedicated minigame servers. Some popular ones include Bedwars (where each player/team has a bed that allows them to respawn if it is undestroyed), and Capture the Flag (where each team tries to steal a banner/wool from the other team). Many other variations of these games, and some more niche minigames, also exist. Each minigame will typically have its own set of rules, as well as a shop or class system (although this is not true for all minigames). To gain experience in this kind of PvP, it is recommended to try different kinds of minigames, and find one/some that you enjoy. Minigames are technically a form of Organized PvP, but are normally on a dedicated server. Melee fundamentals The majority of PvP is melee based combat: using your sword, axe and shield to damage your opponent directly. Swords and axes are the strongest and most damaging non-crystal PvP weapons in the game, apart from maces which are typically restricted to their own gamemode. Choosing your offhand item is an important decision, with the most popular choices being a shield, totem of undying, or food. There are two main avenues and essential concepts for attacking: sprint-knockback attacks and critical hits. There are many techniques and maneuvers you can use in PvP to give yourself a large advantage. This is the next step in complexity in PvP up from just critting and shielding. These are some more complicated and high level techniques. Many of them build off of other techniques and are more useful against better players, used to counter other more basic techniques. Shield fundamentals Shields protect all damage and knockback infront of the user when active, aside from arrows from Piercing crossbows. Shields have 250ms delay between being raised and being active. They are disabled for 5 second when hit by an axe, regardless of the axe's attack cooldown charge. Disabling the opponent's shield is a huge part of SMP kit, giving a 5 second window where they aren't able to protect themselves effectively. To disable a shield, hotkey to your axe and spam click 2-3 times, then immediately swap back to sword. Later in this section are some special ways to disable your opponent's shield to give you an advantage. Don't wait to charge the attacks: axes are inefficient at dealing damage. You can attempt to disable either when you see them put up shield, which requires fast reactions and good hotkeying, or by predicting when they will shield. While fighting, try to watch their shield patterns and learn them so you can predict them in advance. In addition, most players will shield with the following patterns: Be careful when your shield gets disabled. Did you shield in a predictable pattern? They might have learned that pattern. Be careful before repeating it. Once you disable their shield, you have a 5 second window where they cannot block any hits. To take advantage of this, you can use 2 different follow ups. When your own shield is disabled, you are very vulnerable to crit or combo follow ups. By far one of the most effective ways to play while your shield is disabled is KB hit trading. Back away and try to bait your opponent. Trade KB hits with them, holding S after each hit to get too far away from your opponent to be comboed. This is a very slow playstyle and your shield will come back up soon. The reason it works so well is that if your opponent attempts to block your hit with their shield, you can easily either disable it or back away from their hit before they lower their shield, rendering their shield advantage useless. Another trick you can use when your shield is disabled is literally to pearl out and heal. If you can safely get the pearl off, you might avoid a very costly encounter. It might seem sort of hacky or cringe, since you're just running away whenever you're at a disadvantage, but your opponent can't do anything besides cry about it. Don't do this if you are going to get crit out while the pearl is in the air. Here are some shield related techniques you can use. Some of these are very difficult to perform, and some of them delightfully simple, but they can give you a significant edge in getting more effectiveness out of your shield. Ranged fundamentals Bows and crossbows can be used to attack and snipe at a safe distance. Learning how to use bows and crossbows effectively is an important aspect of PvP. There are various styles to shooting such as jump shooting, aiming upward and strafing to the right/left, spamming uncharged shots (bow only). Strafing from left to right when shooting is the optimal way to shoot from mid-range, as it can help you avoid an opponent's shots. To hit a moving target, lead the arrow ahead of them some blocks depending on their distance and ping. Sniping is attempting to hit targets at long range with a bow or crossbow. Done well, sniping can deplete a weak target's health or knock them off a cliff. This tactic by itself can be ineffective if not followed up with melee combat, as shields and healing are certain counters to the exclusive use of bows and crossbows. However as a method to drain your opponent of resources, such as armor durability and food, sniping them can make a difference. At further distances, the level of precision needed to have a good hit rate increases, and the innate randomness value of arrow shots becomes a problem. An 8-degree pitch shot with a bow will hit a target between 47 and 52 meters out, and a 37-degree angle can put shots out to around 120 meters. The pitch of your shot can be viewed using the F3 screen. Generally, aim 1 degree up for every 4 blocks away your target is assuming they're at level ground with you (Pitch = (distance - 18)/4), compensating for their movement appropriately. For example, to hit a target 50 meters away, aim up by 8 degrees. 62 meters away, aim up by 11 degrees. 74 meters away, 14 degrees. If a player is higher than the user, a simple way of compensating is to look them in the face and set that as your zero. This works for relatively flat shots that aren't at an enormous range. If a player is 9 degrees up from the user and appears to be around 60 meters away, a 19.5 degrees pitch is a good approximation of where to aim. Sniping is a skill that becomes feel-based at higher distances, making practice essential. General fundamentals Longer term, overall strategy during fights to make the most out of your PvP skills. This section will detail how to heal yourself properly, win fights when outnumbered, heal your armor, and use your utility items properly. You can heal faster by having high saturation, or by consuming a healing item like a golden apple or a potion of Healing. Foods with high saturation such as golden carrots are preferred as more saturation translates to a longer period of faster healing. Since healing by eating normally takes some time and slows you down you want to do it while sprint jumping away if you can't ender pearl, preferrable after separating from your opponent as well as possible. KB hits, cobwebs, and blocks can all help you get away. If your opponent is healing, make the most of that time. Crit them out to drain them of resources if they are close. If they aren't close enough for you to reach this, do something else such as healing or refilling your hotbar. Just running at your opponent doesn't help you. Its also common for players to KB hit their opponent on the last hit while their opponent is healing. This sets their opponent up for a combo when they finish eating. When you meet with multiple people that have the intent on killing you, the best option is of course run or negotiate for peace. If that's not an option though, you'll need to figure something else out. Utilities are your backup weapons in a fight. The most effective way to use utilities is to have just a couple in your hotbar and become quick and experienced with using them so you can constantly bombard your opponent with effective secondary attacks. In various kits, players are given stacks of bottle o' enchanting to repair their Mending armor. Without proper XP usage, you will waste a significant portion of your XP and your armor will break earlier. Before repairing, make sure to back off way before your armor breaks (preferably when your helmet/boots dips to below 70 durability). Use XP bottles to heal your armor if it gets low. If your shield has mending, all the XP will go to healing your shield, so take off your shield while doing this (shields don't take enough damage to fully break during a fight, normally.) XP bottles heal all your armor evenly, but your armor has different amounts of durability. Your helmet will break while your chestplate still has 1/3 durability. XP bottles only heal armor pieces that you are wearing, though. Take off everything but your helmet and heal it to 100% durability. Now put on your boots and heal them to 80%. Now take them off and heal your leggings to 75%, and then chestplate to 70% durability. Also, make sure you're not too close to your enemy while repairing, since they can get free hits on you, wasting your bottles. Playstyles It's extremely important to know how to play and when. Knowing how to deal more damage than your opponent is necessary, but you have to be able to chain your manuevers and gameplay together to really press your advantages and turn a mess of hitting things into a cohesive playstyle. First we'll examine the two most basic playstyles, playing Defensively or Offensively, and how to counter those playstyles. The most common playstyle in SMPs, a defensive playstyle involves constantly keeping a little between your opponent and playing reactionarily. You will be playing slow and winning by Armor Drain, steadily but surely. This playstyle is very effective against players that seem to have good aim and fast mechanics, but have worse strategy and might be too eager to rush into things. This is how to pull it off using your kit. Defensive players need two things: they need to be able to run away from you, and they need to safely survive to drain your resources. An aggressive playstyle is constantly pushing your opponent, never allowing more than a short break. It mostly relies on being able to play faster than your opponent, making them panic or forcing them into bad decisions. You are often able to drop your opponent when they can't escape your quick damage. It requires strong mechanical skill and versatility with melee mechanics. Aggressive players want to disable your shield and catch you in a bad situation to crit you out. You're gonna need to react to all they're doing and avoid getting dropped at all costs. Minecraft ping is coded differently from other games. The two differences are that you can hit a player when you can hit them on your computer, even if your opponent and the server agree you can't yet, and your knockback is delayed by your ping. If you have 100 ping, you only start taking knockback after the 1/10 a second has passed for your computer to find out you got hit. Fighting Ping: Any opponent that has ping has slower reactions. Strategies like No-KB crits that require immediate counters work very well. Their shield disabling will also be very delayed: you can get away with much more aggressive shield usage. Don't try to combo against ping as much because their knockback is delayed, giving them a window to hit you. If you do, use Silly Circle Hitting or side strafes to make them miss, since laggy players often have more trouble hitting you. Low ping players should play more defensively since they can react very quickly. Using Ping: You are far harder to combo on high ping, since your knockback is literally delayed, giving you an extra window to hit your opponents. Its better to be using an aggressive playstyle. Use the Spacing Techniques detailed earlier in the guide to get in constant extra hits and pcrits before knockback takes place. It's also more difficult for you to be KB hit away, so a crit spammy playstyle is very effective (and annoying) here. PvP misconceptions The world of PvP is vast as it takes place in a sandbox game, giving players many options, and not all of them are good, despite how tempting they may seem. A great way to learn your mistakes is to watch better players play and simply try to notice what's different. Why might they be playing that way or using that item? PvP kit tips Basic tips: Advanced tips: Axe is a very strategic gamemode. Autohitting and backstabbing are of great importance. It's very common to let the opponent disable your shield, autohit them, shoot them with a crossbow to push them away, and run until their shield is back. You need a good understanding of what each player has available to them, and therefore what move they want to make. Baiting your opponent into jumping could get you a free crit, turning the tide of the round. Bowing them near the end of the round when they have no shield might finish them off. At any moment you might only have one opportunity or play to make, and your job is to find it and execute it properly. Now each SMP might have a set of standard rules when it comes to fighting, such as netherite or certain potions being illegal. Even though this is the case, the tips here can still be used on SMPs regardless of their rules. For this kit, we're going to assume that the kit contains fully enchanted netherite armor, 2 netherite swords (one is fully enchanted with Knockback I, while the other doesn't have Knockback), a fully enchanted netherite axe, 2 stacks of gapples, one totem, around 4 stacks of pearls, a fully enchanted shield, 2 stacks of XP bottles and finally copious amounts of Strength II, Speed II and some Fire Resistance (8 minutes) potions. Basic tips: Crystal PvP is using end crystals and respawn anchors to defeat your opponent. End crystals and respawn anchors are capable of one-shotting players in full Protection IV netherite armor, and so it is generally regarded as the most powerful form of PvP. Many survival servers ban or disable these items, and even on those that do, getting large quantities of crystals and anchors can be time consuming and expensive. Crystal PvP is all about being lower than your opponent and setting off your explosives so that they damage them far more than they damage you. Basic tips: Basic tips: Advanced tips: UHC is unique for a reason, that is because of a game mechanic being absent, the ability to heal naturally. This meant that you can't heal on food alone, and you'd need the regen and absorption from golden apples to heal. Aside from that, UHC has a diverse inventory of melee, ranged weapons and utilities that players can use to their advantage. Players must be fast at hotkeying, and scrollwheels won't simply cut it, since hotkeys are more accurate and faster. Second, players must know how to use each utility to their advantage, and must know when to fight defensively to drain or offensively to drop your opponent. Blocks for example, can be used not only to build/bridge up but also to put out a lava or a water source block when placed down. Its an interesting mix of the melee combat similar to SMP kit and intense mastery of usage of utility items. PvP building Factions This can be done with a Factions plugin or through other means. This is when a group attempts to irreparably exterminate members on another group and later destroy or loot all property of the said group. These can range from a surprise attack to a formal challenge of two armies, and can have up to hundreds of warriors on either side (though this is extremely rare and may cause lag). In some servers, you may be asked to pick a team without knowing who is on it. If you can't hurt them from the outside, hurt them from the inside! If possible, join your enemy faction while you are still able to. If you get into their base as a faction member, wait until the faction moderators are all offline. This is the best time to strike. Take their best valuables, then break the furnaces, chests, and burn the items with a flint & steel. If they have a water mine, block the water. If they have a staircase mine, put a lava or two at the top. Go to the "/f home" and dig a hole. Put lava in it, from the ceiling and make a wall so as soon as they "/f home" they will constantly respawn in lava. If you have spare lava, fill the place with it! Make sure that there aren't any hidden chests, and destroy the farms if no one in the faction catches on. If possible, if they don't know you griefed/raided them, wait until they repair their bases with more food/loot and restart the process! Remember to give loot to your actual team after each raid. In most, if not all faction servers, there is a plugin that allows factions to claim chunks of land. If you are raiding a base, there is a 99% chance that they have claimed their base. So how do you get in? Here's how. If you intend to explore the full tactical armory of PvP, then a helpful one and likely the first is the raid. Simply put, a raid is the theft of materials from the property of another player and killing enemy team members. Raids can have pros, such as drain the opponent's resources that could later have been used against you, and increasing your own resources. However they can also have cons, such as increasing the likelyhood of you being made a target by others. Generally, raids are worth the risk. There are three different types of faction raids: There are two objects that are absolutely necessary if you want the raid to be effective and efficient: The first is always needed since this may take some time. However, you may wonder why the list contains an enchanted diamond pick. It's because you can break almost anything fast. Without a powerful pick like this, the odds are that the owner will have mowed you down before you could even get inside their base! Therefore, you must be fast. Choosing a base is easy, and really, an unmanned base is a dead base. When a minimal amount of people are manning the base, then you can strike. Steal all goods. Remember that your point is sabotage, and so you should dispose of all you didn't steal. If you really want to damage them, clog all entry points. Don't stay around too long, though. Take a minute longer and they might be online and hunting you down, in the end you're just wasting your time. Keep in mind that faction wars are not always about combat. It's about preparations and knowledge in order to turn the tide exponentially in your favor, such as how you can slay a player in diamond armor with only iron armor and win a battle before going out to war. You can't rush into an attack, you need to plan it. There's lots of ways to get a kill without having to fairly "fight" your opponent. Now say a new enemy has come and they have Protection IV armor, with a Sharpness V sword, and an obsidian base. Attacking them would be suicidal in a fair fight (unless you have better equipment). First, send someone to scout their base while you prepare a full assault. TNT their base and ruin the defenses. This allows you to eliminate their source of power. Then, send someone to cause a diversion to distract them. They'll be chased all the way until they come back and finds the smoldering ruin that was their home. Lead them to a premade trap such as a TNT minecart bomb and detonate it as they chase you over it. No matter how geared they are, they will be killed and their base will be undefended. Always make sure every fight is strongly in your favor. Go to reasonable lengths to ensure you can attack, but they cannot retaliate, or sacrifice to gain power, such as you losing 10HP through snowballing them, but in the process breaking their diamond armor. Faction wars are not always about fighting. Although the point of a Faction War is to demolish, a clear assessment about the other side is helpful in doing so. Let's go into another scenario. Another faction is the strongest faction but is secretive, stealthy, mean, and rich. Your faction has never liked them, and in fact, hated them. But in terms of pure force, your faction is outclassed. They need you. Now, they equip you with invisibility potions, a diamond sword, a bucket of milk, a splash potion of poison and 3 of Harming, a bow with 128 arrows, and 32 pieces of pork. Throw in some Fireworks for distractions, and you're ready to go. The whole faction depends on you! Now, as a spy, don't ever alert them to your position, because even if they don't know who you are, you are someone sneaking around their base, and they will pursue. To do that, you must follow some steps. Make note of details, as intelligence is most important as it can get you get one step closer to victory. Do not forget that secrecy is required. Report back to your base once you think you have more than enough information on the enemy and that is when you can declare war. Another trick is to (if in a faction server) station your teammates nearby. (Say, a mountain bunker in the distance) That way, if you are caught and running for your life, you can send a distress signal or flares (The most obvious thing would be fireworks). One other trick is to pay attention to what you hear. Say you are in the base, and you hear someone munching on food. Avoid them as quickly as you can. If you hear a nether portal, then your team may be able to build a corresponding portal in the Nether and invade through the enemy's portal. Building a base to protect yourself from the diamond swords and the arrows? Good work! Here are some tips to help you make your base even more efficient: Bigger may not be better, as a visible structure gains visibility the larger it is, and leaves more space unguarded. On the flip side, big bases are good for large amounts of people that are working on something together, and can hold more munitions. A small base is also dangerous, because it will be easily demolished. One effective type of base is a base that is deep underground. Here enemies will take days to hunt you down, while you survive on a farm and branch mine for diamonds. Another base, meant for continuous habitation, is far above the world. Therefore enemies will be required to build up to it. Unless a prohibitively expensive defensive structure is used to get up, they can be easily pummeled with arrows, a single one of which could send them falling to their death or at least making them restart. For sky fortress builders, the most important rule is to not have any spots that are out of the fortresses' archers' line-of-sight. Try building the bottom floor in a "multiple ring" shape to do this. Also, make a disabled nether portal that will upon activation become an escape (disable it to ensure that it cannot accidentally link up to another portal). Bases in mid-air are effective during a raid, when manned, as entry is all but impossible. Again, this base type is best for continuous habitation, but it is only slightly more protected than a house on the ground if nobody is manning it. Also make sure to put cobwebs all over the bottom to stop ender pearl glitching. Every good base needs traps and defenses! First of all, we have the wall. A good wall should contain at least one obsidian or water layer to shield explosive force, and require at least one minute to mine through with an unenchanted diamond pickaxe. To further prolong base penetration, chessboard wood and cobble to force players to slowly break wood or switch from axe to pick. Traps are great defenses to surprise enemies that make it through the wall, but are generally not infallible. Note that self building walls can be useful during an attack to repair severe damage (aka the TNT equivalent of a bunker missile). However, remember that a trespasser will not simply pound at the wall forever (unless they are monotonously dedicated to it). Eventually, they will most likely climb it with blocks, or disable it by destroying the mechanism. This is one of the great secrets to PvP mastery! Trustworthy allies can be useful in many tasks, from grunt work to being the safe keeper of your gold. Be careful whom you choose for an ally, as treachery or lack of skill can easily hamper or destroy your attempts to thrive in PvP. Haste in that aspect is generally a waste. If the server you're playing on has the Factions plugin, you can create an impenetrable base with water and cheap walls. To do this, dig a hole along the border of claimed land (INSIDE your faction land, otherwise it can be blocked up or destroyed) all the way to bedrock. Next, cover your base with water, including the sides and roof, and let it flow down to bedrock. Make sure TNT cannot land anywhere in the base. There should be no blocks connecting your base to the wilderness. The water acts as a shield, making your base invulnerable to TNT, and impassable by enemies. The only way to counter this is make a sand/gravel cannon (a TNT cannon that shoots the falling gravel/sand instead). This can also be countered by a team of people using Wither. You can also bring elder guardians (if possible on the server) and bury them near the outside walls in obsidian, then build a wall of waterlogged stairs around the base. You can then cover that in another layer of water, forcing the enemy to use a Wither. You can use this to your advantage and get your whole team a smite V sword to shred the Wither(s) along with sharpness V to deal with the players after the Wither dies. Gather enough dirt to build to the build limit (about 3 stacks). Then pillar jump with all of it, or until you reach the build limit. Then dig 17 blocks down. Place 1 obsidian by pillar jumping with it, mark that corner, then build a 12×12 obsidian platform. (Set home to platform if /home is enabled!) Then find the corner you marked, dig down, (you should see dirt, and not fall), dig 2 more dirt down, replace the obsidian, and coat the bottom with lava. (Fire Resistance is highly recommended) Ender pearl down, dig the bottom block of dirt, and dig a 12×12×2 trench where the lava lands. Then teleport up, either with an ender pearl (may take multiple tries) or /home. You can now add the necessary items to your new base as needed. And finally, add redstone blocks around the edge, and build rings around the platform at a lower level for archers and potion lobbers to walk on. If the base is being raided, and your hand is forced, activate the self-destruct on your base. It is important to keep one on hand at all times and also have an escape. The self-destruct must be designed to overwhelmingly destroy all life and loot inside the base and the base itself but also be well-hidden. This is hard and so you should experiment. In times of need, start the lethal countdown and escape. Ender chests are good for these kinds of bases, as they don't drop their content and it can be accessed anywhere as long as you have another one. Escape pods are essential for above-ground bases as they can drop you deep underground into a water spot, where you can dig (possibly minecart) yourself up to the ground and escape with your friends (if you have more than just one pod) to far away from the base. You can lock the escape pods with pistons to prevent enemies follow you when attempting to escape. Not all of your faction skirmishes in the PvP world will be set up beforehand. Organize raids with your faction. Find some server to host a voice chat box with your teammates. This will allow you to coordinate your attacks on hostile bases and their creations. The more connected you are with your fellow faction members, the more likely you are to emerge victorious. Keep in touch with them and increase your odds of success. Let's say that you have just moved in with your awesome new faction. They have diamonds, dozens of anvils, and general awesomeness. Now, a faction war has started, and you have no base, no food, nothing except what the faction gave you. This is dangerous. In the event the faction fails, you are defenseless. Trust nobody and keep a secret base all to yourself. Put a home there and be safe from pursuers and spawn campers. Be ready! If you need to and fear that the faction is about to fall, steal some items and leave the faction when necessary. If your group's/faction's leader has been killed, or you just feel like it, don't be afraid to go rogue. In order to do so successfully, you need to follow certain rules. First, you need to either decide whether you want to be a wandering rogue, or a bandit-style rogue. Wandering rogue life is relatively simple. You wander around, and occasionally raid abandoned or unguarded bases, and avoiding other players at all costs. If you decide on this, you can refer to the nomadic experience tutorial to help you get started. If you want to be a bandit-style rogue, however, then you need a top secret base of operations, and lots of equipment. Only engage people if you are 100% sure you can win, and escape as quickly as possible. Trust no one, let no one see you. Although the life of a rogue may not be as action-packed as being in a faction, it is certainly profitable, and once you have enough stuff, you might be able to join a new faction, either to settle down or backstab them, get their stuff, and move on to the next gullible faction. PvP in large factions can include multiple scenarios, from individual murders or attempts to murder, to entire factions battling it out with lines of defense, barricades, and tunnels. There are three major melee builds, which will be discussed more in depth later. They are: The first situation is if the enemy has large numbers of archers. Send a wave of soldiers charging in, with moderate armor, and some skill, as well as some Special units to cause some starting chaos in their lines. Even better, get some ender pearls and rush in to engage the archers, who will often be weaker in melee combat. If they don't have archers, they will run or charge. If they run, have archers retreat to the back lines and then have the whole army sprint, bunching Juggernauts close to the front line while staying together, for maximum impact. If they charge, stop their forward momentum with arrows, shooting when they are 10–15 meters away. Then the infantry should then fight for a bit, while juggernauts and potion lobbers move in at sprinting speed to surge into enemy lines and later replace the infantry and slaughter anyone that was engaging the infantry. Make sure that the juggernauts and potion lobbers do this carefully, as the enemy infantry may have lethal potions. However, in general, the enemy can do little versus Juggernauts and potion lobbers coming in from a flank as well as a defensive row of Exotics to stop enemy Juggernauts from advancing effectively. However, if you are on the attack, there are some threats to your advance you must take into account. Then charge with infantry, followed immediately by exotics. The juggernauts among you should flank around and smash the enemy infantry after a few seconds of fighting. The Exotics should only engage juggernauts in combat, and only with superior numbers. In this situation, have archers aim for infantry advancing toward the fight, NOT the enemy front line, where you could shoot one of your own men. One can make some professional charging units with horses. Never have everyone charge at once. They will lose momentum and a solid position, while also becoming less cohesive which causes less damage distribution. Retreat, while also dangerous, is far safer. A server wars is a mass battle with a large quantity of the server's playerbase participating. The attacking parties are typically organized and well armed. They launch an attack big enough to cause a disturbance on the server. Another party, typically admins, retaliates against this attack. If the retaliating party is composed of admins, it will typically resort to Intel and the power to ban players. However, admins will counterattack with weapons in the process of banning the attacking players. Unless they allow griefing of course. In an all out server war, you have two choices: you can either fight for one of the two parties, or you can flee to safety and let the admins sort it out. Most players decide to fight for their server, however, players who have a lot of resources like diamond might feel the need to protect their precious resources and flee to safety. If you decide to join the party that is defending the server, you don't really need to worry about firepower since you will probably be armed by fellow soldiers. If you join the attacking party, you should equip enchanted weapons with high damage. It is also good to equip weapons of mass destruction such as TNT, end crystals, lava buckets, etc. You should do everything in your power to keep your nametag hidden if you don't want to be banned. Being banned means you are out of the server, and out of the war. You can no longer fight alongside your comrades. When you are fighting with the attacking party, you typically want to destroy as much as possible and invade as much of the server as you can. A good tip? Drink an invisibility potion, arm yourself with end crystals and blast protection armor, and let the terrorist bombings commence on anyone you see, especially the ones that are insecure. Remember, the retaliating party doesn't always win even though they seem like the "underdogs". Server wars are won with great soldiers, and most importantly, great leaders. You don't have to be a "grizzled" war veteran to be a great general, a great general is someone who is smart and fights alongside their soldiers. Remember, great generals take point, they don't watch from a safe distance and bark orders while watching their fellow players get slaughtered. Also, if the server has mods equipped, especially mods like "flans mod", "flintlock weapons mod", or "Mo' explosives mod", use that to your advantage! Because of the nature and the danger of these wars, the mechanics of these "groups" of people that are attempting to overthrow the server will be explained. Generally, the group may know each-other personally. If three friends chose to do this, and each friend tells two of their friends, then we already have nine people ready to attack. Doing this makes it easier to create order and hierarchy. This is also done to deter any traitors or turncoats in the group. Some of these groups go into faction servers, claim land, and make a legitimate faction. They will probably use the faction as a temporary "bank" for what they steal and make. They will build a secondary base, and will use this when they attack. They are highly armed, and are equipped with heavy enchants, potions, lava buckets, redstone, TNT, and whatever the Modifications on the server make available. They disband the faction, and move to the other base and create a new faction, (if they make one at all) and begin their attack, or they may each stay factionless (to avoid detection) and cause great destruction to large bases using the exploits above, communicating attacks via a third-party social platform. There is a hierarchy involving the status and rank of the players usually, there are generals of the troops that go to battle. They are on the battlefield. And they command the players to attack. But these generals get their orders from one player. This player is the equivalent to the "god father". They are never seen, although sometimes in the game anonymously. Several of these groups have primarily PvP champs, but most of them have hackers, x-rayers, cheat mods, and whatever they chose. Most times the hacker is the godfather or at least close to the top. They also have spies and intel groups. This is not the most usual case, but there are exceptions. Some of them have strategies that they commonly use. Some are griefing, personal raids, and singling out a player. For example, if they know that a player has valuables (diamonds, enchanted books, etc.) and they don't know where it is hidden, they may grief and threaten the player. PvP behind the scenes Your presence on a server is important for gaining allies or a following. If you want griefers or spawn killers on your side, be really nice to them. Most of them are notoriously good at PvP from practice, and giving them a reason to be on your side through making sure they never have to worry about starving or being hunted by others is a good way to avoid alienating them. Ironically, this may be the most effective way to make allies with random people, giving them full access to all of your resources and your considerable efforts to be hospitable will generally remove any want to take your items. (As always, this may backfire). If a server has an online dynamic map or if the Rei's Minimap mod is allowed (most likely), USE THEM. Rei's Minimap helps you understand what structures are ahead of you, and Online maps show everything and also show locations of players. Forgo any advantage you can get your hands on. Whether it'd be a Drop Party or an organized PvP match, participate in server events and you'll be known by most members in the server. This means people will have second thoughts of attempting to kill you. This one is obvious. Make sure to be friendly and caring with your members. Give items randomly to the squadron. Make an Army, Navy, and Air Force if you must, but let them mingle. Give crate keys to your teammates if the server has a crate system. And make sure to not act stuck up. Listen to their opinions. If you want a Mega-Uber Skull Laser Chainsaw Castle of Death™, and your friend wants a smaller base, compromise. Let's say you're on a faction server and you have many enemies. Your base has not been found until now. Two players each holding a Sharpness V, Fire Aspect II, Knockback II sword and wearing Protection IV armor are directly outside your base setting up a TNT cannon. You should always have defenses that are innately active, such as obsidian and water to negate explosions and if available, a spawner that can funnel out mobs on command (go exploring for spawners) to distract and dangerously deter, or snow golems to break armor. If you have these, don't jump down and PvP. Wait for the spawning mobs to break their armor, or call for your faction members and allies to assist in defeating the enemy. In these cases, booby traps are good, so set up booby traps everywhere where the enemy can't find them. In fact, make some that are meant to make the enemy know about the traps but it itself is a trap. These work as warnings and signals. Use tripwires and wool under them to use as signals for example. If you're building a massive fortress near the spawn, a griefer or simply a plain idiot might run behind you and kill you, disassemble your fortress and run off with your materials. Well, the easiest method to prevent this is to build your house away from spawn and try to survive a good distance away from spawn. It is usually a good idea to use a home-setting command around this area where you wish to live, as if it is a long way away from spawn and you die, it's a long walk, or mad chase if there are spawnkillers with diamond armor and enchanted diamond swords. Using the /home command if you used /sethome cuts the time getting to your safe zone drastically, usually having the spawnkillers and griefers be dazzled in confusion. The best way to keep your most precious valuables is to put them in an ender chest. Then put a chest in your house with basic invaluable items in it (with a few valuables mixed in to help fool them), and bury a chest with 8 obsidian, an eye of ender, a crafting table, and other less semi-valued objects in it a short way away from your house. Even if your entire house is a crater and the ender chest you placed is destroyed, the chest you buried will still be safe, and you can craft an Ender chest with what is in it to access all your valuable items and loot in there, as well as the loot in your actual chest. Getting started on a server The following is a step-by-step tutorial on how to survive while being new to a PvP server. Follow in this order: Tip: You must have a fallback in your base in the case of hard times. This means: A lot of times in single player survival Minecraft, you are going to need something. In factions, you are going to need it a lot more because you are competing with other people for it. Some ways to get it faster: Despite lag making people randomly visually act, cause injury because of damage just showing up, and crash the server, it may still be useful instead of a nuisance if you know how to control it to your advantage. Whenever you hit someone under the effects of a lag spike, there is a chance that they won't be hurt and can escape. You can use this time to run when a lag spike comes, therefore you may escape if necessary. Keep in mind, lag also delays redstone machinery, meaning if there's a staircase that only activates when you're on a pressure plate, you can get up easier. There is that one case of being left for green. This means that your squad disbanded, you are out, all alone with maybe a few enemies a kilometer or two behind you looking for you, and you're starving. Be independent. What if nobody is there stupid to help you? What if your leader takes all the valuables and leaves their troops out to die? You must gather resources, get help of any kind, whether it be a lone man just with a stone toolkit or a juggernaut in Protection IV armor, and you must be careful and start your own faction. Tip: Since anyone can be bought…eventually, keep your own secret, hidden, well guarded bases. Never tell anyone about it. It is for you and only you. Be smart with what you learned. Many people know how to make traps. That is good on one hand, but on another, they might not know how to use their knowledge to their advantage. Combine traps and improvise offline. Think first before charging ahead to do something. Think first of the necessities, which are supplies, and deal with the secondary needs after. If you stand no chance, save what you can save and run. If you're nearly killed, and have no hope of victory, run. And don't let yourself be lured into 1-on-1 PvP unless you can win. Use your mind over your in-game muscles. Most important is to use your environment wisely. For example: if you're in a jungle biome, run into the trees and attack your enemies! If you're in a big NPC-village with iron golems: make your foe hit the Iron Golem, then run off and snipe the foe! If you're on a small island in an ocean biome: get a boat, sail a little away, and use your bow to take down that diamond-armor juggernaut! While in the Nether, surprise the enemy with a bed and kill them with the explosion! While in The End, spleef your enemy into the void for a sure victory! It will all be yours if you succeed! Your sword might be a strong weapon, but your bow is even stronger if you use your mind. Also, don't be scared to use potions: they can give you a great advantage over your non-potion using enemies. In other words, take into account all your advantages, all their advantages, and weigh the options. Sometimes, you need to guess and check. The most important ones are your advantages or disadvantages in: Be aware of your surroundings, even when playing casually, to avoid being ambushed. Let's say that your base is in the sky with a public chest containing some equipment. Then, all of a sudden, you come down with one teammate and realize that the base is being raided! In the chest, you find some string and cobblestone. The enemies are in iron armor. Now, if the raider's armor was not enchanted, then you're in luck. A stone sword against iron armor with no buffs deals a full heart of damage. A fully charged bow does about as much damage as a diamond sword. Even if you have no armor, you still somewhat stand a chance against those two since it's you and your teammate fighting them. You do not need to be the same size as long as you can beat them. If you and your teammate are strategic, let's say they stick together, and your enemy doesn't, then you are almost guaranteed to kill them, that is if both of you have at least stone swords and they are alone with an iron sword and full iron armor. If you got lucky enough to mine a diamond sword, bring that out too: if you can, enchant with even just Sharpness I, which will do about 5HP hearts every hit. If you somehow have gotten a Strength II potion, maybe by buying it on a server, then DRINK IT! It will multiply your damage by 3.6, so that 5HP, if you make that a critical hit (by falling when attacking) (will do 7HP hearts) WITH Strength II, then you just might have killed your opponent in one or two hits. You may be thinking that people who have lost so much that their anger is uncontrollable are going to go psycho to win and when people come with supreme equipment you should be scared out of your wits, since that "causes" adrenaline. No! Anger and fear are both factors to defeat. When either happens, whether it be an attempt to kill a player who has diamond armor with your fists or combat logging just because you are so scared that you have to go to the bathroom of fear of peeing in your pants, you will most likely forget all the tips you have learned until you get back to your senses. Avoid that. Now, you must stay calm. Run for cover, and don't stop to watch the deaths of your teammates. If you have one, drink a Potion of Swiftness (the second tier is highly recommended), and keep running. Do not turn back, do not look back, do think of what's back there, and do not stop. Just keep running until you reach safety, whether it be allied or peaceful territory, or a secret place. Don't stop. Stay sharp. Remember what's been said about not trusting anyone? Your turn to chip in to take a stab at backstabbing. Create peaceful factions for your team. Their only purpose is to earn supplies while being impossible to touch. If two players in diamond with enchantments come and raid your base, and you're 4 people in iron, and only you have a full set of diamond equipment, do not bring it out! It is obvious you don't stand much chance as you are overpowered. You do, however, need to keep potions of Strength and Speed at a minimum. Also, keep flint and steel, along with fire aspect swords and bows, along with you. And if you find generation errors that create gateways to the Void, use them. Don't forget to keep your dispensers loaded and ready to fire with arrows, damage splash potions, and fire charges. The reason why this equipment and these traps can beat people in diamond is because they go right through their armor. Nothing, not even diamond armor, can resist their effects (except for arrows. Fire, potion effects and Void damage are the only lethal things unaffected no matter what kind of armor.). Also, a potion of invisibility will mean no one will know where you are attacking from! Remember the gift of decoys. Say you have nothing at all and you were just a player that started in a faction war faction. Use your expendable condition. Say there is a hall of traps designed by a redstone scientist. Throw yourself at the traps, run like a madman, break those hidden redstone clocks, and just kill your player on those lethal traps so your faction can zip in and break a hole in their obsidian shield. To victory! On some servers, the PvP can take place in real life, as well. If you have many friends who play Minecraft, you can call them to join your (allied) faction, which will make strength in numbers. If one of your friends is good at persuading or knows a lot about strategy, that's even better! Also, if you know your in-game enemy well in real life, you can somehow reduce the time they can play or have a talk with them, so they may have a change of heart. No matter how your opponent fights, they are bound to have some kind of weakness. Wastefully attacking where they are well defended won't work, and you will usually have to change your plan accordingly. Is he not using a shield? Abuse yours extra hard by blocking all their hits. Debuffing you with splash potions? Chug some milk. Shielding your arrows and tridents? Whip out the Piercing enchantment. Not even the heavily-geared Netherite player is invincible: you can bypass their armor with splash potions and tipped arrows. This also brings to the next point: Just as you adapt to your opponent's tactics, your opponent will adapt to your tactics. If you see your opponent change their actions, think about why he is doing that. Don't rashly play into their hands. If your opponent just placed blocks to stop you from shooting them, stop shooting them and attack up close. Just as your opponent counters your actions, you need to counter their actions. Your plan of bypassing their Protection IV Netherite Armor with tipped arrows may be a sound plan, but if he starts holding down their shield, you'll have to change. If you, say, start shooting with your Piercing Crossbow then you're golden. As long as you are devising and implementing counters to your opponent's counterplay, then until your opponent figures out what to do in response, you have the advantage and you should press it. The longer one plays reactively rather than proactively, the more of a disadvantage they are at. It is said above regarding running in traps (refer to "Diamonds aren't the key to victory") being a tactic that will fool the enemy, this makes it a rather effective attack. Always use psychology as a weapon! When running into a row of tripwires, the enemy might find it as a suicide attempt and not as a double trap, although not likely since most people will tend to just chase you. However, if you have a circuit that makes it so that the first time somebody runs through it, there is a chance your enemy may think that it's a dud or just a scare for the raiders. Once they step over it, though, the trap activates. This makes it useful since it can make the enemy think you are intending to run away when you're instead luring them into a death trap. If you have any type of invisibility potion or maybe you are just good at not being noticed, you can easily lure the enemy away from your actual position, then jump-attack them when they are least expecting it. This can be the key to a neck-and-neck battle, where your enemy's equipment is as good as yours. Gallery See also Tutorial:Traps References Notes Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Tutorial:PvP_(Java_Edition)#Pot_PvP] | [TOKENS: 15918] |
Tutorial:PvP (Java Edition) PvP, an abbreviation of player versus player, refers to multiplayer combat in Minecraft where players fight other players. This guide covers Java Edition PvP in the most modern versions of vanilla Minecraft. For other version-dependent PvP environments, see PvP. Contents PvP terms PvP kit types A kit in PvP is a pre-determined loadout of items. Kits function as PvP gamemodes, and require different skillsets from one another. The following list includes kits that are officially recognised by servers and tier testing, and are thus commonly practiced: PvP equipment A combatant's equipment is an important factor in PvP, as it determines survivability, damage output, and versatility. Having good gear does not guarantee success, as skill is far more impactful in the modern combat system. Becoming familiar with the usecases, strengths, and weaknesses different equipment is an important aspect of PvP. Swords are the best weapon for doing combos, as well as for breaking out of an opponent's combo, due to their high attack speed. While they also have the special ability to do sweep attacks, this is only useful when fighting an opponent's wolves. When all four melee weapons have maxed out enchantments, swords have the highest DPS and the third-highest damage per hit. Axes are essential for their ability to stun shields, and are the second-best weapon for dealing high-damage single hits. When all four melee weapons have maxed out enchantments, axes have the second-highest DPS and the second-highest damage per hit. Tridents can be thrown as a projectile or used to escape threats using the Riptide enchantment. When all four melee weapons have maxed out enchantments, tridents have the lowest DPS and the lowest damage per hit. When all three ranged weapons have maxed out enchantments, tridents are tied with crossbows for the fastest charge time, and have the lowest damage per hit. Maces have the ability to deal devastating smash attacks after falling, and are the best weapon for dealing high-damage single hits due to the Breach enchantment. When all four melee weapons have maxed out enchantments, maces have the third-highest DPS and the highest damage per hit, even without doing smash attacks. Bows are the best ranged weapon for dealing damage, and can also be used to quickly spam uncharged arrows to deal chip damage. They are also the only ranged weapon with access to the Flame enchantment, and are thus essential in Cart PvP for activating TNT minecarts. The Punch enchantment greatly helps with bow spamming, as it increases knockback, making it harder for the enemy to reach the player. When all three ranged weapons have maxed out enchantments, bows have the slowest charge time, the highest damage per hit, and the second-highest DPS. Crossbows are the best ranged weapon for spreading tipped arrow effects, and for the utility of having an instantaneous long-ranged shot that can be used at any time, so long as they have been charged in advance. When all three ranged weapons have maxed out enchantments, crossbows are tied with tridents for the fastest charge time, have the second-highest damage per hit (by use of 7 star firework rockets), and have the highest DPS (Quick Charge III with 7 star firework rockets). Armor is essential to have for PvP, as failure to equip any armor will result in near-instant death. Different armor material types have differing amounts of armor points, armor toughness, and durability. The armor material types with zero armor toughness are extremely frail, and thus require high levels of Protection to be useful. Shields are an essential defensive tool, as they block 100% of melee, ranged, and explosive damage when active, and block in a 180° arc in front of the user. When using a shield, there is a 250ms delay, ping not accounted for, before the shield becomes active. Shields that are in the active state will become stunned for 5 seconds if hit by an axe, regardless of the axe's attack cooldown percentage. The durability loss a shield endures is dependent on the strength of the blocked attack, with attacks dealing 3HP or more taking durability damage equal to the strength of the attack rounded up. They have 336 durability. A combatant should make sure they have a full hunger and saturation. Reaching 20 ( × 10) hunger after eating food causes health to quickly regenerate at the cost of saturation. Health also passively regenerates slowly when hunger is at 16 ( × 8) or above, and stops when below that amount. Additionally, if hunger dips below 6 (), sprinting becomes disabled. The best food types are those that have provide high saturation when consumed. Golden carrots, steak, and porkchops are the food sources with the highest saturation that are still able to stack to 64. Golden apples and enchanted golden apples directly provide Regeneration and Absorption alongside having good saturation, making them the best food types. Blocks are useful for obstructing attackers and making escapes. They are especially useful in tight spaces like tunnels for blocking off a pursuer. They can also be used to pillar up to safety in a fight, at the cost of becoming vulnerable to being knocked off by projectiles. Some blocks have unique properties, such as high blast resistance, flammability, or being openable. Openable blocks such as chests or barrels can be used to counter cobweb or lava users by having them open the block when they try to place cobwebs or lava. Potions apply a variety of useful effects. These effects can strengthen allies and harm enemies when thrown as splash potions. In addition, lingering potions allow for a larger potion radius, but do not deal their effects on impact, and are expensive to brew. Drinking a regular potion takes time and leaves the user open, while splash potions can be used in quick succession. In the middle of a fight, it is most practical to splash them at the user's feet, especially when using splash potions of healing. Lingering potions are useful for either making an area inaccessible for a while or allowing everyone in a team to heal together. Using negative splash potions and lingering potions as throwable projectiles is not advised, as the throwing distance is short and each projectile takes up an entire inventory slot; tipped arrows are optimal for this instead. Ender pearls can be used to escape opponents, allowing the user to heal, or to pursue a fleeing opponent. Ender pearls inflict damage to the user when landing, damage that can be reduced by Protection and Feather Falling. Ender pearls can be used to scale walls, done by placing a block below one's self upon landing into the wall. A ender pearl stasis chamber can be used to teleport out of a dangerous situation if activated remotely. Water buckets can be used to obstruct opponents, buying more time to escape by slowing them down. It can also be used to avoid taking fall damage, destroy cobwebs, put out fires, and travel up walls. Lava buckets can be used to damage and slow opponents, as well as to create small barricades. The Protection enchantment greatly reduces the effectiveness of lava as a damage option, making lava buckets more practical for low-power fights. Redstone can be used to create traps and TNT cannons. Building a trap in a strategic location and luring the opponent into it can be an easy way to win a fight. However, constructing traps or TNT cannons using redstone in the middle of a fight is highly impractical, and thus traps and cannons that are easier to build and do not use redstone are preferred. End crystals can be placed on obsidian or bedrock, and when punched cause an instant powerful explosion. They can also be placed and exploded rapidly, but in order to do full damage and knockback on an opponent, the user must first knock the opponent up near the end crystal, or place the obsidian and crystal as the opponent is midair, for maximum effectiveness. As long as the user is at least 1 block below the exploding end crystals, the user takes little damage from the explosions. Respawn anchors when given a piece of glowstone can be right clicked on for an instant powerful explosion. Unlike end crystals, respawn anchors do not require a block for them to be placed, allowing them to be placed right at an opponent's feet without having to hit them up. However, respawn anchors cannot be activated in rapid succession and cannot be used in the Nether, unlike end crystals. Respawn anchors also pose a higher threat to the player using them than end crystals do, and thus it is recommended to place a block between the user and the respawn anchor before activating it. Beds are the Nether counterpart to respawn anchors, and have the benefit of not requiring a fuel source to activate. TNT can be used to build traps or deter opponents from approaching or chasing. TNT can also be used in specific formations to launch other TNT towards opponents. TNT minecarts can be used offensively in a similar way to respawn anchors, and are activated instantly with a bow enchanted with Flame. The damage of a tnt minecart explosion is influenced by the velocity of the Flame arrow that activated it. Flint and steel can be used to alter the battlefield by setting surfaces on fire. Due to the Protection enchantment, fire damage is largely negligible and is instead useful for the movement disruption inflicted by it. The screen effect incurred from being on fire also obstructs a player's field of view, however this can be circumvented by use of a low-fire resource pack. Fire charges are identical to flint and steel when used as an item, but can also be fired by dispensers. Flint and steel has only 64 durability, and is therefore used up in the same time as a stack of fire charges. However, flint and steel when enchanted with Unbreaking becomes the superior option. Cobwebs slow any player caught in them to a crawl, trapping them and make them easy targets. Ender pearls are the best way to escape from cobwebs, and water buckets can also be used to destroy them. They can also be destroyed with a sword, however being inside a cobweb whilst not being grounded causes mining speed to decrease dramatically, making this a poor escape option. Cobwebs can also be placed on one's self to act as a barricade against attacks, so long as no part of the player is exposed. When held in the offhand, totems protect the player from a lethal hit (except from the void), and grant them temporary Regeneration, Fire Resistance, and Absorption. Totems can be quickly re-equipped by hovering over one in the inventory and pressing the F key to replenish the offhand, or using hotkeys/Shift+Right Click (not rebindable) to replenish the mainhand. A totems of undying only returns your health to 10 at the moment of use, and wipes potion effects. The severity of the screen obstruction that occurs when a totem activates can be reduced with a resource pack. Mining tools allow for modifying the terrain, tunneling away, and destroying defenses. They are most useful when enchanted with Efficiency, as this increases their mining speed. Shears also disarm tripwire traps without triggering them. The elytra can be used to travel long distances at high speed, surprise attack enemies, make quick escapes, and become difficult to hit. Wearing elytra dramatically reduces damage reduction due to taking up the chestplate slot. Having Mending on the elytra, as well as a supply of experience bottles, is recommended for sustained use. Elytra can be used in tandem with a mace to deal smash attacks with better precision and safety, however the elytra must be unequipped the moment the smash attack is dealt for the smash attack to activate. Fireworks can be used to boost with an elytra. Fireworks made with firework stars can be fired as explosive projectiles using a crossbow, with higher star counts resulting in higher explosion damage. Horses can be used to travel around the map quicker, as well as to reach high places using their high jumping. While getting hit on a horse prevents knockback to the rider, horses are not recommended for direct combat. This is because horses have a random chance to be stunned when taking damage, making themselves and their rider vulnerable. They are also quickly killed by attacking players, and are outclassed by elytra for travel. When using a horse, having a supply of hay bales to heal it is recommended. Tamed wolves will aid the player in combat by targeting the last entity that was hit, or the last entity that hit their owner. Meat food types can be used to heal wolves and cause them to breed, making more wolves. Equipping a wolf with wolf armor is highly recommended, as failure to equip wolves with armor causes them to die quickly to attacking players. When using wolves, having a supply of armadillo scutes to repair their armor is recommended. Due to the way wolves jump when attacking targets, they often miss their attacks. This in combination with their low movement speed, damage output, and health pools causes wolves to be poor allies in combat, requiring a large army with status effects for wolves to be useful. Enchantments for PvP Power increases damage dealt by 50% for the first level, and by 25% for each subsequent level. This results in Power V giving a total damage increase of 150%. Breach decreases the effectiveness of a target's armor by 15% per level. This results in Breach IV giving a total armor effectiveness decrease of -60%. Density is a must-have in kits revolving around repeatedly chaining mace smash attacks. However, for kits that do not offer wind charges or an elytra, Density is completely outclassed by Breach. Flame sets the target on fire for 5 seconds per level. This results in Flame I inflicting 5 seconds of burning, dealing 1HP each second for a total of 5HP over time. Burning damage does not take effect when the target is already taking damage from other sources, such as melee/ranged attacks or explosions. Punch increases the amount of horizontal knockback inflicted on the target by 3 blocks per level. This results in Punch II dealing 8.792 blocks of knockback. Knockback is not a recommended enchantment for the majority of PvP kits. The enchantment makes it more difficult to combo in PvP that doesn't have netherite armor, and makes it easier for your opponent to back out of combos even in PvP that does have netherite armor. The Knockback enchantment's only usecases are in Crystal PvP, where Knockback I is used to knock opponents into end crystal explosions when spam clicking, or in netherite SMP PvP, where Knockback 1 can be used to combo more effectively at the cost of combos being easier to back out of. Protection is required in all forms of PvP, as armor without any Protection enchantments is incredibly frail. Having a piece of Blast Protection armor is required in Crystal PvP and Cart PvP, as not having any Blast Protection results in instant death to two crystal explosions even with a totem of undying equipped. Having more than one piece of Blast Protection armor is not recommended, as having only two pieces of Protection armor will result in dying quickly to Strength II-boosted melee weapons. Projectile Protection increases projectile damage resistance 8% per level. This results in a Projectile Protection IV armor piece giving a total projectile damage resistance increase of 32%. Both Fire Protection and Projectile Protection have no usecases for PvP. This is because sacrificing Protection for one of the two is never worth it, regardless of the type of PvP kit. Feather Falling is not mutually exclusive with any other enchantments, so it is always worth having. Thorns is not a recommended enchantment for PvP, as the damage of thorns becomes inconsequential against the Protection enchantment, while still massively harming the sustainability of your armor. In addition to this, when Thorns inflicts damage on the opponent, it will grant them knockback immunity for 0.5 seconds, as all indirect damage sources do, which disrupts combos. Bows are virtually never at risk of breaking in a PvP fight, so Infinity is always preferred over Mending in a PvP environment. Unbreaking is essential to have on armor, as armor durability is a key factor in high-power gear PvP. Excluding shields, it is not as important to have Unbreaking on other items, as they are very unlikely to break from full durability in a PvP fight. Mending, like Unbreaking, is essential to have on armor, as armor durability is a key factor in high-power gear PvP. It is important to omit having Mending on equipment other than armor in a PvP fight, as repairing armor using bottle o' enchanting must take priority over repairing other equipment. Loyalty is not a recommended enchantment for PvP. This is because tridents are poor weapons for damage-dealing, leading to the utility of Riptide being far more useful. Riptide is the main reason to use a trident in PvP, as tridents are poor damage-dealers, resulting in the utility of Riptide being their best usecase. Curse of Vanishing can be useful for preventing opponents from collecting your gear in a team-based PvP fight. Quick Charge is an essential enchantment for crossbows, as it drastically increases their DPS and rate of spreading tipped arrow effects. Spamming arrows with a Quick Charge III crossbow is a viable strategy, as it will repeatedly damage an opponent's armor and make it difficult for them to approach. Piercing is most useful in low-power PvP kits, as the utility of letting a crossbow ignore a shield is very helpful. Piercing also acts as a pseudo-Infinity enchantment that works with tipped arrows, however the arrows have to be picked up again manually. Piercing becomes less useful as gear becomes more powerful, as Multishot begins overshadowing it for the utility of spreading tipped arrow effects when the crossbow itself stops dealing meaningful damage. Multishot is incredibly useful in high-power gear kits for the utility of spreading tipped arrow effects. It also by nature makes it easier to land arrow shots, and drastically increases the effective coverage of shot firework rockets. Status effects for PvP PvP settings It's important to determine the best settings for you. Settings don't improve your fighting skill, rather they make your fights more comfortable. It is discouraged to constantly change your settings to try to find the "perfect" setting that will "magically make you the best". Get settings that don't limit your gameplay and get skilled with them. Having more FPS is incredibly important if you have a low-end system. Tone down most of your graphics, such as setting it to "Fast", turning down your render distance, and turning your FPS cap to unlimited are some examples that can somewhat improve your FPS. Additionally, you can also turn off particle settings as some particles are too obstructive such as the crit particles and totem particles, but this also means you need to listen to your sounds more carefully due to lack of a visual sign that is usually seen in these things. Next are your controls. First, modifying your keybinds is totally up to you. Using the default 1-9 isn't recommended, as the numbers past 4 or 5 are inconvenient to reach. Although using the scroll wheel in your mouse can be helpful, keybinds are faster and more accurate than using the scroll wheel if you become good with your keybinds. Your mouse sensitivity is also dependent on each player and choosing one that you're comfortable with is essential with getting better aim. With a high sensitivity, your crosshair would start becoming shaky and you won't accurately track your opponent as your mouse is too fast, while if your sensitivity is too low, your rotation is too slow, thus you won't be able to track your opponent that moves too much and too fast. Other settings to change are turning Auto-jump to off and turning your sprint to "Toggle". An ideal FOV is any FOV above 80-85, letting you see enough so that enemies can't strafe behind you easily but not making opponents too small if they are at the edge of your reach. Its best to turn off FOV effects as well as Damage Tilt completely, as they cause your screen to warp and shake during fights that makes aiming much harder. Resource packs are optional but sometimes they make your PvP experience more comfortable. Some vanilla textures in the game obstruct your vision too much, such as food, explosion particles, swords, fire, and offhand items, so texture packs reducing the size of those are definitely recommended. While resource packs that function while minimally modifying the vanilla aesthetic are called overlays, one may opt for a resource pack with cosmetic changes, too. Mods are also important and some of these are tailored for PvP combat. Sodium and FPS-increasing mods are incredibly essential and PvP clients like Lunar, Badlion and Feather feature modules that significantly help in combat. PvP locations The location where PvP takes place affects general gameplay and can affect strategies. This is when two players fight in the naturally generated terrain of Minecraft. In this type of fight, players decide on a designated area or may be unexpectedly attacked (underground, caves, cliffs, or strongholds). One can also add custom features into the natural terrain, normally player-built structures. This is PvP that takes place in a unique area or challenge map. Players that are friends may decide to create or use a challenge map that facilitates PvP. The players may choose to divide themselves into multiple groups, enjoy a free-for-all, or any other distribution of players that fight among one another. Players may prefer to build an arena for the sake of organization or aesthetics. A hazard is any area that's dangerous or disadvantageous to be. Most likely its a lava pool, ravine opening, or for a particularly experienced player, even just a wall that's easy to headweb against. In any case, both players want to stay away from it and force the other player into it. When playing around a hazard, strafe around your opponent constantly and stay low to the ground, letting you move more effectively to put them in between you and the hazard. Whether you're successful or not, you'll need to push your opponent back and gain ground. To do this, disable their shield and don't let yours be disabled, at all costs. Use techniques like Shoving to advance forwards consistently without taking much knockback or Uppercutting to gain lots of ground very quickly. If your opponent crits you, Sidesweeps are a viable option (only if you're losing) to run around behind them and flip the scenario on them. PvP context It is important to note the context in which PvP takes place. Friendly PvP is when two or more players agree to PvP for friendly practice and training only. Friendly PvP is great to play on LAN. It is the least hostile option for PvP as it: In organized PvP, players agree on the circumstances of their fight, and then battle. The victor may be agreed to receive anything, from diamonds and emeralds to proven superiority to nothing at all. This type of PvP can be highly competitive and players may need an impartial judge to moderate. This is when someone surprise attacks you without warning, and is mainly common in SMP PvP. If you have better equipment than your attacker, you will likely be able to kill them. At this point, there is no better time to give it your all. Utilize anything and everything at your disposal to destroy your opponent — any method that Minecraft provides, you should exploit. (Combat-logging, hacking, and other out-of-game methods are unacceptable except on select servers.) Always carry extras. You never want to be stuck in battle without a weapon. Therefore, extensive measures must be taken to ensure that equipment can be readily replaced in a fight, such as enchantments, extras, and consistent resupplying. Press any advantages you can, and consider fleeing if you don't think you can win. There's little point in being honorable, and more point to staying alive. Make sure to understand your disadvantage if you are attacked unexpectedly. Your opponent likely has applied potion effects or eaten golden apples in advance, giving them saturation and absorption. To stand a chance against them, you'll need to do the same. Keeping combat healing items, ender pearls or potions on you as well as in your hotbar can save you in those situations. In this type, 2 players spawn in a set map with an arranged set of equipment, thus the name of PvP. Practicing kits are important in learning the basics of PvP. And the kits can also be customizable depending on the server. Minigames are typically played on dedicated minigame servers. Some popular ones include Bedwars (where each player/team has a bed that allows them to respawn if it is undestroyed), and Capture the Flag (where each team tries to steal a banner/wool from the other team). Many other variations of these games, and some more niche minigames, also exist. Each minigame will typically have its own set of rules, as well as a shop or class system (although this is not true for all minigames). To gain experience in this kind of PvP, it is recommended to try different kinds of minigames, and find one/some that you enjoy. Minigames are technically a form of Organized PvP, but are normally on a dedicated server. Melee fundamentals The majority of PvP is melee based combat: using your sword, axe and shield to damage your opponent directly. Swords and axes are the strongest and most damaging non-crystal PvP weapons in the game, apart from maces which are typically restricted to their own gamemode. Choosing your offhand item is an important decision, with the most popular choices being a shield, totem of undying, or food. There are two main avenues and essential concepts for attacking: sprint-knockback attacks and critical hits. There are many techniques and maneuvers you can use in PvP to give yourself a large advantage. This is the next step in complexity in PvP up from just critting and shielding. These are some more complicated and high level techniques. Many of them build off of other techniques and are more useful against better players, used to counter other more basic techniques. Shield fundamentals Shields protect all damage and knockback infront of the user when active, aside from arrows from Piercing crossbows. Shields have 250ms delay between being raised and being active. They are disabled for 5 second when hit by an axe, regardless of the axe's attack cooldown charge. Disabling the opponent's shield is a huge part of SMP kit, giving a 5 second window where they aren't able to protect themselves effectively. To disable a shield, hotkey to your axe and spam click 2-3 times, then immediately swap back to sword. Later in this section are some special ways to disable your opponent's shield to give you an advantage. Don't wait to charge the attacks: axes are inefficient at dealing damage. You can attempt to disable either when you see them put up shield, which requires fast reactions and good hotkeying, or by predicting when they will shield. While fighting, try to watch their shield patterns and learn them so you can predict them in advance. In addition, most players will shield with the following patterns: Be careful when your shield gets disabled. Did you shield in a predictable pattern? They might have learned that pattern. Be careful before repeating it. Once you disable their shield, you have a 5 second window where they cannot block any hits. To take advantage of this, you can use 2 different follow ups. When your own shield is disabled, you are very vulnerable to crit or combo follow ups. By far one of the most effective ways to play while your shield is disabled is KB hit trading. Back away and try to bait your opponent. Trade KB hits with them, holding S after each hit to get too far away from your opponent to be comboed. This is a very slow playstyle and your shield will come back up soon. The reason it works so well is that if your opponent attempts to block your hit with their shield, you can easily either disable it or back away from their hit before they lower their shield, rendering their shield advantage useless. Another trick you can use when your shield is disabled is literally to pearl out and heal. If you can safely get the pearl off, you might avoid a very costly encounter. It might seem sort of hacky or cringe, since you're just running away whenever you're at a disadvantage, but your opponent can't do anything besides cry about it. Don't do this if you are going to get crit out while the pearl is in the air. Here are some shield related techniques you can use. Some of these are very difficult to perform, and some of them delightfully simple, but they can give you a significant edge in getting more effectiveness out of your shield. Ranged fundamentals Bows and crossbows can be used to attack and snipe at a safe distance. Learning how to use bows and crossbows effectively is an important aspect of PvP. There are various styles to shooting such as jump shooting, aiming upward and strafing to the right/left, spamming uncharged shots (bow only). Strafing from left to right when shooting is the optimal way to shoot from mid-range, as it can help you avoid an opponent's shots. To hit a moving target, lead the arrow ahead of them some blocks depending on their distance and ping. Sniping is attempting to hit targets at long range with a bow or crossbow. Done well, sniping can deplete a weak target's health or knock them off a cliff. This tactic by itself can be ineffective if not followed up with melee combat, as shields and healing are certain counters to the exclusive use of bows and crossbows. However as a method to drain your opponent of resources, such as armor durability and food, sniping them can make a difference. At further distances, the level of precision needed to have a good hit rate increases, and the innate randomness value of arrow shots becomes a problem. An 8-degree pitch shot with a bow will hit a target between 47 and 52 meters out, and a 37-degree angle can put shots out to around 120 meters. The pitch of your shot can be viewed using the F3 screen. Generally, aim 1 degree up for every 4 blocks away your target is assuming they're at level ground with you (Pitch = (distance - 18)/4), compensating for their movement appropriately. For example, to hit a target 50 meters away, aim up by 8 degrees. 62 meters away, aim up by 11 degrees. 74 meters away, 14 degrees. If a player is higher than the user, a simple way of compensating is to look them in the face and set that as your zero. This works for relatively flat shots that aren't at an enormous range. If a player is 9 degrees up from the user and appears to be around 60 meters away, a 19.5 degrees pitch is a good approximation of where to aim. Sniping is a skill that becomes feel-based at higher distances, making practice essential. General fundamentals Longer term, overall strategy during fights to make the most out of your PvP skills. This section will detail how to heal yourself properly, win fights when outnumbered, heal your armor, and use your utility items properly. You can heal faster by having high saturation, or by consuming a healing item like a golden apple or a potion of Healing. Foods with high saturation such as golden carrots are preferred as more saturation translates to a longer period of faster healing. Since healing by eating normally takes some time and slows you down you want to do it while sprint jumping away if you can't ender pearl, preferrable after separating from your opponent as well as possible. KB hits, cobwebs, and blocks can all help you get away. If your opponent is healing, make the most of that time. Crit them out to drain them of resources if they are close. If they aren't close enough for you to reach this, do something else such as healing or refilling your hotbar. Just running at your opponent doesn't help you. Its also common for players to KB hit their opponent on the last hit while their opponent is healing. This sets their opponent up for a combo when they finish eating. When you meet with multiple people that have the intent on killing you, the best option is of course run or negotiate for peace. If that's not an option though, you'll need to figure something else out. Utilities are your backup weapons in a fight. The most effective way to use utilities is to have just a couple in your hotbar and become quick and experienced with using them so you can constantly bombard your opponent with effective secondary attacks. In various kits, players are given stacks of bottle o' enchanting to repair their Mending armor. Without proper XP usage, you will waste a significant portion of your XP and your armor will break earlier. Before repairing, make sure to back off way before your armor breaks (preferably when your helmet/boots dips to below 70 durability). Use XP bottles to heal your armor if it gets low. If your shield has mending, all the XP will go to healing your shield, so take off your shield while doing this (shields don't take enough damage to fully break during a fight, normally.) XP bottles heal all your armor evenly, but your armor has different amounts of durability. Your helmet will break while your chestplate still has 1/3 durability. XP bottles only heal armor pieces that you are wearing, though. Take off everything but your helmet and heal it to 100% durability. Now put on your boots and heal them to 80%. Now take them off and heal your leggings to 75%, and then chestplate to 70% durability. Also, make sure you're not too close to your enemy while repairing, since they can get free hits on you, wasting your bottles. Playstyles It's extremely important to know how to play and when. Knowing how to deal more damage than your opponent is necessary, but you have to be able to chain your manuevers and gameplay together to really press your advantages and turn a mess of hitting things into a cohesive playstyle. First we'll examine the two most basic playstyles, playing Defensively or Offensively, and how to counter those playstyles. The most common playstyle in SMPs, a defensive playstyle involves constantly keeping a little between your opponent and playing reactionarily. You will be playing slow and winning by Armor Drain, steadily but surely. This playstyle is very effective against players that seem to have good aim and fast mechanics, but have worse strategy and might be too eager to rush into things. This is how to pull it off using your kit. Defensive players need two things: they need to be able to run away from you, and they need to safely survive to drain your resources. An aggressive playstyle is constantly pushing your opponent, never allowing more than a short break. It mostly relies on being able to play faster than your opponent, making them panic or forcing them into bad decisions. You are often able to drop your opponent when they can't escape your quick damage. It requires strong mechanical skill and versatility with melee mechanics. Aggressive players want to disable your shield and catch you in a bad situation to crit you out. You're gonna need to react to all they're doing and avoid getting dropped at all costs. Minecraft ping is coded differently from other games. The two differences are that you can hit a player when you can hit them on your computer, even if your opponent and the server agree you can't yet, and your knockback is delayed by your ping. If you have 100 ping, you only start taking knockback after the 1/10 a second has passed for your computer to find out you got hit. Fighting Ping: Any opponent that has ping has slower reactions. Strategies like No-KB crits that require immediate counters work very well. Their shield disabling will also be very delayed: you can get away with much more aggressive shield usage. Don't try to combo against ping as much because their knockback is delayed, giving them a window to hit you. If you do, use Silly Circle Hitting or side strafes to make them miss, since laggy players often have more trouble hitting you. Low ping players should play more defensively since they can react very quickly. Using Ping: You are far harder to combo on high ping, since your knockback is literally delayed, giving you an extra window to hit your opponents. Its better to be using an aggressive playstyle. Use the Spacing Techniques detailed earlier in the guide to get in constant extra hits and pcrits before knockback takes place. It's also more difficult for you to be KB hit away, so a crit spammy playstyle is very effective (and annoying) here. PvP misconceptions The world of PvP is vast as it takes place in a sandbox game, giving players many options, and not all of them are good, despite how tempting they may seem. A great way to learn your mistakes is to watch better players play and simply try to notice what's different. Why might they be playing that way or using that item? PvP kit tips Basic tips: Advanced tips: Axe is a very strategic gamemode. Autohitting and backstabbing are of great importance. It's very common to let the opponent disable your shield, autohit them, shoot them with a crossbow to push them away, and run until their shield is back. You need a good understanding of what each player has available to them, and therefore what move they want to make. Baiting your opponent into jumping could get you a free crit, turning the tide of the round. Bowing them near the end of the round when they have no shield might finish them off. At any moment you might only have one opportunity or play to make, and your job is to find it and execute it properly. Now each SMP might have a set of standard rules when it comes to fighting, such as netherite or certain potions being illegal. Even though this is the case, the tips here can still be used on SMPs regardless of their rules. For this kit, we're going to assume that the kit contains fully enchanted netherite armor, 2 netherite swords (one is fully enchanted with Knockback I, while the other doesn't have Knockback), a fully enchanted netherite axe, 2 stacks of gapples, one totem, around 4 stacks of pearls, a fully enchanted shield, 2 stacks of XP bottles and finally copious amounts of Strength II, Speed II and some Fire Resistance (8 minutes) potions. Basic tips: Crystal PvP is using end crystals and respawn anchors to defeat your opponent. End crystals and respawn anchors are capable of one-shotting players in full Protection IV netherite armor, and so it is generally regarded as the most powerful form of PvP. Many survival servers ban or disable these items, and even on those that do, getting large quantities of crystals and anchors can be time consuming and expensive. Crystal PvP is all about being lower than your opponent and setting off your explosives so that they damage them far more than they damage you. Basic tips: Basic tips: Advanced tips: UHC is unique for a reason, that is because of a game mechanic being absent, the ability to heal naturally. This meant that you can't heal on food alone, and you'd need the regen and absorption from golden apples to heal. Aside from that, UHC has a diverse inventory of melee, ranged weapons and utilities that players can use to their advantage. Players must be fast at hotkeying, and scrollwheels won't simply cut it, since hotkeys are more accurate and faster. Second, players must know how to use each utility to their advantage, and must know when to fight defensively to drain or offensively to drop your opponent. Blocks for example, can be used not only to build/bridge up but also to put out a lava or a water source block when placed down. Its an interesting mix of the melee combat similar to SMP kit and intense mastery of usage of utility items. PvP building Factions This can be done with a Factions plugin or through other means. This is when a group attempts to irreparably exterminate members on another group and later destroy or loot all property of the said group. These can range from a surprise attack to a formal challenge of two armies, and can have up to hundreds of warriors on either side (though this is extremely rare and may cause lag). In some servers, you may be asked to pick a team without knowing who is on it. If you can't hurt them from the outside, hurt them from the inside! If possible, join your enemy faction while you are still able to. If you get into their base as a faction member, wait until the faction moderators are all offline. This is the best time to strike. Take their best valuables, then break the furnaces, chests, and burn the items with a flint & steel. If they have a water mine, block the water. If they have a staircase mine, put a lava or two at the top. Go to the "/f home" and dig a hole. Put lava in it, from the ceiling and make a wall so as soon as they "/f home" they will constantly respawn in lava. If you have spare lava, fill the place with it! Make sure that there aren't any hidden chests, and destroy the farms if no one in the faction catches on. If possible, if they don't know you griefed/raided them, wait until they repair their bases with more food/loot and restart the process! Remember to give loot to your actual team after each raid. In most, if not all faction servers, there is a plugin that allows factions to claim chunks of land. If you are raiding a base, there is a 99% chance that they have claimed their base. So how do you get in? Here's how. If you intend to explore the full tactical armory of PvP, then a helpful one and likely the first is the raid. Simply put, a raid is the theft of materials from the property of another player and killing enemy team members. Raids can have pros, such as drain the opponent's resources that could later have been used against you, and increasing your own resources. However they can also have cons, such as increasing the likelyhood of you being made a target by others. Generally, raids are worth the risk. There are three different types of faction raids: There are two objects that are absolutely necessary if you want the raid to be effective and efficient: The first is always needed since this may take some time. However, you may wonder why the list contains an enchanted diamond pick. It's because you can break almost anything fast. Without a powerful pick like this, the odds are that the owner will have mowed you down before you could even get inside their base! Therefore, you must be fast. Choosing a base is easy, and really, an unmanned base is a dead base. When a minimal amount of people are manning the base, then you can strike. Steal all goods. Remember that your point is sabotage, and so you should dispose of all you didn't steal. If you really want to damage them, clog all entry points. Don't stay around too long, though. Take a minute longer and they might be online and hunting you down, in the end you're just wasting your time. Keep in mind that faction wars are not always about combat. It's about preparations and knowledge in order to turn the tide exponentially in your favor, such as how you can slay a player in diamond armor with only iron armor and win a battle before going out to war. You can't rush into an attack, you need to plan it. There's lots of ways to get a kill without having to fairly "fight" your opponent. Now say a new enemy has come and they have Protection IV armor, with a Sharpness V sword, and an obsidian base. Attacking them would be suicidal in a fair fight (unless you have better equipment). First, send someone to scout their base while you prepare a full assault. TNT their base and ruin the defenses. This allows you to eliminate their source of power. Then, send someone to cause a diversion to distract them. They'll be chased all the way until they come back and finds the smoldering ruin that was their home. Lead them to a premade trap such as a TNT minecart bomb and detonate it as they chase you over it. No matter how geared they are, they will be killed and their base will be undefended. Always make sure every fight is strongly in your favor. Go to reasonable lengths to ensure you can attack, but they cannot retaliate, or sacrifice to gain power, such as you losing 10HP through snowballing them, but in the process breaking their diamond armor. Faction wars are not always about fighting. Although the point of a Faction War is to demolish, a clear assessment about the other side is helpful in doing so. Let's go into another scenario. Another faction is the strongest faction but is secretive, stealthy, mean, and rich. Your faction has never liked them, and in fact, hated them. But in terms of pure force, your faction is outclassed. They need you. Now, they equip you with invisibility potions, a diamond sword, a bucket of milk, a splash potion of poison and 3 of Harming, a bow with 128 arrows, and 32 pieces of pork. Throw in some Fireworks for distractions, and you're ready to go. The whole faction depends on you! Now, as a spy, don't ever alert them to your position, because even if they don't know who you are, you are someone sneaking around their base, and they will pursue. To do that, you must follow some steps. Make note of details, as intelligence is most important as it can get you get one step closer to victory. Do not forget that secrecy is required. Report back to your base once you think you have more than enough information on the enemy and that is when you can declare war. Another trick is to (if in a faction server) station your teammates nearby. (Say, a mountain bunker in the distance) That way, if you are caught and running for your life, you can send a distress signal or flares (The most obvious thing would be fireworks). One other trick is to pay attention to what you hear. Say you are in the base, and you hear someone munching on food. Avoid them as quickly as you can. If you hear a nether portal, then your team may be able to build a corresponding portal in the Nether and invade through the enemy's portal. Building a base to protect yourself from the diamond swords and the arrows? Good work! Here are some tips to help you make your base even more efficient: Bigger may not be better, as a visible structure gains visibility the larger it is, and leaves more space unguarded. On the flip side, big bases are good for large amounts of people that are working on something together, and can hold more munitions. A small base is also dangerous, because it will be easily demolished. One effective type of base is a base that is deep underground. Here enemies will take days to hunt you down, while you survive on a farm and branch mine for diamonds. Another base, meant for continuous habitation, is far above the world. Therefore enemies will be required to build up to it. Unless a prohibitively expensive defensive structure is used to get up, they can be easily pummeled with arrows, a single one of which could send them falling to their death or at least making them restart. For sky fortress builders, the most important rule is to not have any spots that are out of the fortresses' archers' line-of-sight. Try building the bottom floor in a "multiple ring" shape to do this. Also, make a disabled nether portal that will upon activation become an escape (disable it to ensure that it cannot accidentally link up to another portal). Bases in mid-air are effective during a raid, when manned, as entry is all but impossible. Again, this base type is best for continuous habitation, but it is only slightly more protected than a house on the ground if nobody is manning it. Also make sure to put cobwebs all over the bottom to stop ender pearl glitching. Every good base needs traps and defenses! First of all, we have the wall. A good wall should contain at least one obsidian or water layer to shield explosive force, and require at least one minute to mine through with an unenchanted diamond pickaxe. To further prolong base penetration, chessboard wood and cobble to force players to slowly break wood or switch from axe to pick. Traps are great defenses to surprise enemies that make it through the wall, but are generally not infallible. Note that self building walls can be useful during an attack to repair severe damage (aka the TNT equivalent of a bunker missile). However, remember that a trespasser will not simply pound at the wall forever (unless they are monotonously dedicated to it). Eventually, they will most likely climb it with blocks, or disable it by destroying the mechanism. This is one of the great secrets to PvP mastery! Trustworthy allies can be useful in many tasks, from grunt work to being the safe keeper of your gold. Be careful whom you choose for an ally, as treachery or lack of skill can easily hamper or destroy your attempts to thrive in PvP. Haste in that aspect is generally a waste. If the server you're playing on has the Factions plugin, you can create an impenetrable base with water and cheap walls. To do this, dig a hole along the border of claimed land (INSIDE your faction land, otherwise it can be blocked up or destroyed) all the way to bedrock. Next, cover your base with water, including the sides and roof, and let it flow down to bedrock. Make sure TNT cannot land anywhere in the base. There should be no blocks connecting your base to the wilderness. The water acts as a shield, making your base invulnerable to TNT, and impassable by enemies. The only way to counter this is make a sand/gravel cannon (a TNT cannon that shoots the falling gravel/sand instead). This can also be countered by a team of people using Wither. You can also bring elder guardians (if possible on the server) and bury them near the outside walls in obsidian, then build a wall of waterlogged stairs around the base. You can then cover that in another layer of water, forcing the enemy to use a Wither. You can use this to your advantage and get your whole team a smite V sword to shred the Wither(s) along with sharpness V to deal with the players after the Wither dies. Gather enough dirt to build to the build limit (about 3 stacks). Then pillar jump with all of it, or until you reach the build limit. Then dig 17 blocks down. Place 1 obsidian by pillar jumping with it, mark that corner, then build a 12×12 obsidian platform. (Set home to platform if /home is enabled!) Then find the corner you marked, dig down, (you should see dirt, and not fall), dig 2 more dirt down, replace the obsidian, and coat the bottom with lava. (Fire Resistance is highly recommended) Ender pearl down, dig the bottom block of dirt, and dig a 12×12×2 trench where the lava lands. Then teleport up, either with an ender pearl (may take multiple tries) or /home. You can now add the necessary items to your new base as needed. And finally, add redstone blocks around the edge, and build rings around the platform at a lower level for archers and potion lobbers to walk on. If the base is being raided, and your hand is forced, activate the self-destruct on your base. It is important to keep one on hand at all times and also have an escape. The self-destruct must be designed to overwhelmingly destroy all life and loot inside the base and the base itself but also be well-hidden. This is hard and so you should experiment. In times of need, start the lethal countdown and escape. Ender chests are good for these kinds of bases, as they don't drop their content and it can be accessed anywhere as long as you have another one. Escape pods are essential for above-ground bases as they can drop you deep underground into a water spot, where you can dig (possibly minecart) yourself up to the ground and escape with your friends (if you have more than just one pod) to far away from the base. You can lock the escape pods with pistons to prevent enemies follow you when attempting to escape. Not all of your faction skirmishes in the PvP world will be set up beforehand. Organize raids with your faction. Find some server to host a voice chat box with your teammates. This will allow you to coordinate your attacks on hostile bases and their creations. The more connected you are with your fellow faction members, the more likely you are to emerge victorious. Keep in touch with them and increase your odds of success. Let's say that you have just moved in with your awesome new faction. They have diamonds, dozens of anvils, and general awesomeness. Now, a faction war has started, and you have no base, no food, nothing except what the faction gave you. This is dangerous. In the event the faction fails, you are defenseless. Trust nobody and keep a secret base all to yourself. Put a home there and be safe from pursuers and spawn campers. Be ready! If you need to and fear that the faction is about to fall, steal some items and leave the faction when necessary. If your group's/faction's leader has been killed, or you just feel like it, don't be afraid to go rogue. In order to do so successfully, you need to follow certain rules. First, you need to either decide whether you want to be a wandering rogue, or a bandit-style rogue. Wandering rogue life is relatively simple. You wander around, and occasionally raid abandoned or unguarded bases, and avoiding other players at all costs. If you decide on this, you can refer to the nomadic experience tutorial to help you get started. If you want to be a bandit-style rogue, however, then you need a top secret base of operations, and lots of equipment. Only engage people if you are 100% sure you can win, and escape as quickly as possible. Trust no one, let no one see you. Although the life of a rogue may not be as action-packed as being in a faction, it is certainly profitable, and once you have enough stuff, you might be able to join a new faction, either to settle down or backstab them, get their stuff, and move on to the next gullible faction. PvP in large factions can include multiple scenarios, from individual murders or attempts to murder, to entire factions battling it out with lines of defense, barricades, and tunnels. There are three major melee builds, which will be discussed more in depth later. They are: The first situation is if the enemy has large numbers of archers. Send a wave of soldiers charging in, with moderate armor, and some skill, as well as some Special units to cause some starting chaos in their lines. Even better, get some ender pearls and rush in to engage the archers, who will often be weaker in melee combat. If they don't have archers, they will run or charge. If they run, have archers retreat to the back lines and then have the whole army sprint, bunching Juggernauts close to the front line while staying together, for maximum impact. If they charge, stop their forward momentum with arrows, shooting when they are 10–15 meters away. Then the infantry should then fight for a bit, while juggernauts and potion lobbers move in at sprinting speed to surge into enemy lines and later replace the infantry and slaughter anyone that was engaging the infantry. Make sure that the juggernauts and potion lobbers do this carefully, as the enemy infantry may have lethal potions. However, in general, the enemy can do little versus Juggernauts and potion lobbers coming in from a flank as well as a defensive row of Exotics to stop enemy Juggernauts from advancing effectively. However, if you are on the attack, there are some threats to your advance you must take into account. Then charge with infantry, followed immediately by exotics. The juggernauts among you should flank around and smash the enemy infantry after a few seconds of fighting. The Exotics should only engage juggernauts in combat, and only with superior numbers. In this situation, have archers aim for infantry advancing toward the fight, NOT the enemy front line, where you could shoot one of your own men. One can make some professional charging units with horses. Never have everyone charge at once. They will lose momentum and a solid position, while also becoming less cohesive which causes less damage distribution. Retreat, while also dangerous, is far safer. A server wars is a mass battle with a large quantity of the server's playerbase participating. The attacking parties are typically organized and well armed. They launch an attack big enough to cause a disturbance on the server. Another party, typically admins, retaliates against this attack. If the retaliating party is composed of admins, it will typically resort to Intel and the power to ban players. However, admins will counterattack with weapons in the process of banning the attacking players. Unless they allow griefing of course. In an all out server war, you have two choices: you can either fight for one of the two parties, or you can flee to safety and let the admins sort it out. Most players decide to fight for their server, however, players who have a lot of resources like diamond might feel the need to protect their precious resources and flee to safety. If you decide to join the party that is defending the server, you don't really need to worry about firepower since you will probably be armed by fellow soldiers. If you join the attacking party, you should equip enchanted weapons with high damage. It is also good to equip weapons of mass destruction such as TNT, end crystals, lava buckets, etc. You should do everything in your power to keep your nametag hidden if you don't want to be banned. Being banned means you are out of the server, and out of the war. You can no longer fight alongside your comrades. When you are fighting with the attacking party, you typically want to destroy as much as possible and invade as much of the server as you can. A good tip? Drink an invisibility potion, arm yourself with end crystals and blast protection armor, and let the terrorist bombings commence on anyone you see, especially the ones that are insecure. Remember, the retaliating party doesn't always win even though they seem like the "underdogs". Server wars are won with great soldiers, and most importantly, great leaders. You don't have to be a "grizzled" war veteran to be a great general, a great general is someone who is smart and fights alongside their soldiers. Remember, great generals take point, they don't watch from a safe distance and bark orders while watching their fellow players get slaughtered. Also, if the server has mods equipped, especially mods like "flans mod", "flintlock weapons mod", or "Mo' explosives mod", use that to your advantage! Because of the nature and the danger of these wars, the mechanics of these "groups" of people that are attempting to overthrow the server will be explained. Generally, the group may know each-other personally. If three friends chose to do this, and each friend tells two of their friends, then we already have nine people ready to attack. Doing this makes it easier to create order and hierarchy. This is also done to deter any traitors or turncoats in the group. Some of these groups go into faction servers, claim land, and make a legitimate faction. They will probably use the faction as a temporary "bank" for what they steal and make. They will build a secondary base, and will use this when they attack. They are highly armed, and are equipped with heavy enchants, potions, lava buckets, redstone, TNT, and whatever the Modifications on the server make available. They disband the faction, and move to the other base and create a new faction, (if they make one at all) and begin their attack, or they may each stay factionless (to avoid detection) and cause great destruction to large bases using the exploits above, communicating attacks via a third-party social platform. There is a hierarchy involving the status and rank of the players usually, there are generals of the troops that go to battle. They are on the battlefield. And they command the players to attack. But these generals get their orders from one player. This player is the equivalent to the "god father". They are never seen, although sometimes in the game anonymously. Several of these groups have primarily PvP champs, but most of them have hackers, x-rayers, cheat mods, and whatever they chose. Most times the hacker is the godfather or at least close to the top. They also have spies and intel groups. This is not the most usual case, but there are exceptions. Some of them have strategies that they commonly use. Some are griefing, personal raids, and singling out a player. For example, if they know that a player has valuables (diamonds, enchanted books, etc.) and they don't know where it is hidden, they may grief and threaten the player. PvP behind the scenes Your presence on a server is important for gaining allies or a following. If you want griefers or spawn killers on your side, be really nice to them. Most of them are notoriously good at PvP from practice, and giving them a reason to be on your side through making sure they never have to worry about starving or being hunted by others is a good way to avoid alienating them. Ironically, this may be the most effective way to make allies with random people, giving them full access to all of your resources and your considerable efforts to be hospitable will generally remove any want to take your items. (As always, this may backfire). If a server has an online dynamic map or if the Rei's Minimap mod is allowed (most likely), USE THEM. Rei's Minimap helps you understand what structures are ahead of you, and Online maps show everything and also show locations of players. Forgo any advantage you can get your hands on. Whether it'd be a Drop Party or an organized PvP match, participate in server events and you'll be known by most members in the server. This means people will have second thoughts of attempting to kill you. This one is obvious. Make sure to be friendly and caring with your members. Give items randomly to the squadron. Make an Army, Navy, and Air Force if you must, but let them mingle. Give crate keys to your teammates if the server has a crate system. And make sure to not act stuck up. Listen to their opinions. If you want a Mega-Uber Skull Laser Chainsaw Castle of Death™, and your friend wants a smaller base, compromise. Let's say you're on a faction server and you have many enemies. Your base has not been found until now. Two players each holding a Sharpness V, Fire Aspect II, Knockback II sword and wearing Protection IV armor are directly outside your base setting up a TNT cannon. You should always have defenses that are innately active, such as obsidian and water to negate explosions and if available, a spawner that can funnel out mobs on command (go exploring for spawners) to distract and dangerously deter, or snow golems to break armor. If you have these, don't jump down and PvP. Wait for the spawning mobs to break their armor, or call for your faction members and allies to assist in defeating the enemy. In these cases, booby traps are good, so set up booby traps everywhere where the enemy can't find them. In fact, make some that are meant to make the enemy know about the traps but it itself is a trap. These work as warnings and signals. Use tripwires and wool under them to use as signals for example. If you're building a massive fortress near the spawn, a griefer or simply a plain idiot might run behind you and kill you, disassemble your fortress and run off with your materials. Well, the easiest method to prevent this is to build your house away from spawn and try to survive a good distance away from spawn. It is usually a good idea to use a home-setting command around this area where you wish to live, as if it is a long way away from spawn and you die, it's a long walk, or mad chase if there are spawnkillers with diamond armor and enchanted diamond swords. Using the /home command if you used /sethome cuts the time getting to your safe zone drastically, usually having the spawnkillers and griefers be dazzled in confusion. The best way to keep your most precious valuables is to put them in an ender chest. Then put a chest in your house with basic invaluable items in it (with a few valuables mixed in to help fool them), and bury a chest with 8 obsidian, an eye of ender, a crafting table, and other less semi-valued objects in it a short way away from your house. Even if your entire house is a crater and the ender chest you placed is destroyed, the chest you buried will still be safe, and you can craft an Ender chest with what is in it to access all your valuable items and loot in there, as well as the loot in your actual chest. Getting started on a server The following is a step-by-step tutorial on how to survive while being new to a PvP server. Follow in this order: Tip: You must have a fallback in your base in the case of hard times. This means: A lot of times in single player survival Minecraft, you are going to need something. In factions, you are going to need it a lot more because you are competing with other people for it. Some ways to get it faster: Despite lag making people randomly visually act, cause injury because of damage just showing up, and crash the server, it may still be useful instead of a nuisance if you know how to control it to your advantage. Whenever you hit someone under the effects of a lag spike, there is a chance that they won't be hurt and can escape. You can use this time to run when a lag spike comes, therefore you may escape if necessary. Keep in mind, lag also delays redstone machinery, meaning if there's a staircase that only activates when you're on a pressure plate, you can get up easier. There is that one case of being left for green. This means that your squad disbanded, you are out, all alone with maybe a few enemies a kilometer or two behind you looking for you, and you're starving. Be independent. What if nobody is there stupid to help you? What if your leader takes all the valuables and leaves their troops out to die? You must gather resources, get help of any kind, whether it be a lone man just with a stone toolkit or a juggernaut in Protection IV armor, and you must be careful and start your own faction. Tip: Since anyone can be bought…eventually, keep your own secret, hidden, well guarded bases. Never tell anyone about it. It is for you and only you. Be smart with what you learned. Many people know how to make traps. That is good on one hand, but on another, they might not know how to use their knowledge to their advantage. Combine traps and improvise offline. Think first before charging ahead to do something. Think first of the necessities, which are supplies, and deal with the secondary needs after. If you stand no chance, save what you can save and run. If you're nearly killed, and have no hope of victory, run. And don't let yourself be lured into 1-on-1 PvP unless you can win. Use your mind over your in-game muscles. Most important is to use your environment wisely. For example: if you're in a jungle biome, run into the trees and attack your enemies! If you're in a big NPC-village with iron golems: make your foe hit the Iron Golem, then run off and snipe the foe! If you're on a small island in an ocean biome: get a boat, sail a little away, and use your bow to take down that diamond-armor juggernaut! While in the Nether, surprise the enemy with a bed and kill them with the explosion! While in The End, spleef your enemy into the void for a sure victory! It will all be yours if you succeed! Your sword might be a strong weapon, but your bow is even stronger if you use your mind. Also, don't be scared to use potions: they can give you a great advantage over your non-potion using enemies. In other words, take into account all your advantages, all their advantages, and weigh the options. Sometimes, you need to guess and check. The most important ones are your advantages or disadvantages in: Be aware of your surroundings, even when playing casually, to avoid being ambushed. Let's say that your base is in the sky with a public chest containing some equipment. Then, all of a sudden, you come down with one teammate and realize that the base is being raided! In the chest, you find some string and cobblestone. The enemies are in iron armor. Now, if the raider's armor was not enchanted, then you're in luck. A stone sword against iron armor with no buffs deals a full heart of damage. A fully charged bow does about as much damage as a diamond sword. Even if you have no armor, you still somewhat stand a chance against those two since it's you and your teammate fighting them. You do not need to be the same size as long as you can beat them. If you and your teammate are strategic, let's say they stick together, and your enemy doesn't, then you are almost guaranteed to kill them, that is if both of you have at least stone swords and they are alone with an iron sword and full iron armor. If you got lucky enough to mine a diamond sword, bring that out too: if you can, enchant with even just Sharpness I, which will do about 5HP hearts every hit. If you somehow have gotten a Strength II potion, maybe by buying it on a server, then DRINK IT! It will multiply your damage by 3.6, so that 5HP, if you make that a critical hit (by falling when attacking) (will do 7HP hearts) WITH Strength II, then you just might have killed your opponent in one or two hits. You may be thinking that people who have lost so much that their anger is uncontrollable are going to go psycho to win and when people come with supreme equipment you should be scared out of your wits, since that "causes" adrenaline. No! Anger and fear are both factors to defeat. When either happens, whether it be an attempt to kill a player who has diamond armor with your fists or combat logging just because you are so scared that you have to go to the bathroom of fear of peeing in your pants, you will most likely forget all the tips you have learned until you get back to your senses. Avoid that. Now, you must stay calm. Run for cover, and don't stop to watch the deaths of your teammates. If you have one, drink a Potion of Swiftness (the second tier is highly recommended), and keep running. Do not turn back, do not look back, do think of what's back there, and do not stop. Just keep running until you reach safety, whether it be allied or peaceful territory, or a secret place. Don't stop. Stay sharp. Remember what's been said about not trusting anyone? Your turn to chip in to take a stab at backstabbing. Create peaceful factions for your team. Their only purpose is to earn supplies while being impossible to touch. If two players in diamond with enchantments come and raid your base, and you're 4 people in iron, and only you have a full set of diamond equipment, do not bring it out! It is obvious you don't stand much chance as you are overpowered. You do, however, need to keep potions of Strength and Speed at a minimum. Also, keep flint and steel, along with fire aspect swords and bows, along with you. And if you find generation errors that create gateways to the Void, use them. Don't forget to keep your dispensers loaded and ready to fire with arrows, damage splash potions, and fire charges. The reason why this equipment and these traps can beat people in diamond is because they go right through their armor. Nothing, not even diamond armor, can resist their effects (except for arrows. Fire, potion effects and Void damage are the only lethal things unaffected no matter what kind of armor.). Also, a potion of invisibility will mean no one will know where you are attacking from! Remember the gift of decoys. Say you have nothing at all and you were just a player that started in a faction war faction. Use your expendable condition. Say there is a hall of traps designed by a redstone scientist. Throw yourself at the traps, run like a madman, break those hidden redstone clocks, and just kill your player on those lethal traps so your faction can zip in and break a hole in their obsidian shield. To victory! On some servers, the PvP can take place in real life, as well. If you have many friends who play Minecraft, you can call them to join your (allied) faction, which will make strength in numbers. If one of your friends is good at persuading or knows a lot about strategy, that's even better! Also, if you know your in-game enemy well in real life, you can somehow reduce the time they can play or have a talk with them, so they may have a change of heart. No matter how your opponent fights, they are bound to have some kind of weakness. Wastefully attacking where they are well defended won't work, and you will usually have to change your plan accordingly. Is he not using a shield? Abuse yours extra hard by blocking all their hits. Debuffing you with splash potions? Chug some milk. Shielding your arrows and tridents? Whip out the Piercing enchantment. Not even the heavily-geared Netherite player is invincible: you can bypass their armor with splash potions and tipped arrows. This also brings to the next point: Just as you adapt to your opponent's tactics, your opponent will adapt to your tactics. If you see your opponent change their actions, think about why he is doing that. Don't rashly play into their hands. If your opponent just placed blocks to stop you from shooting them, stop shooting them and attack up close. Just as your opponent counters your actions, you need to counter their actions. Your plan of bypassing their Protection IV Netherite Armor with tipped arrows may be a sound plan, but if he starts holding down their shield, you'll have to change. If you, say, start shooting with your Piercing Crossbow then you're golden. As long as you are devising and implementing counters to your opponent's counterplay, then until your opponent figures out what to do in response, you have the advantage and you should press it. The longer one plays reactively rather than proactively, the more of a disadvantage they are at. It is said above regarding running in traps (refer to "Diamonds aren't the key to victory") being a tactic that will fool the enemy, this makes it a rather effective attack. Always use psychology as a weapon! When running into a row of tripwires, the enemy might find it as a suicide attempt and not as a double trap, although not likely since most people will tend to just chase you. However, if you have a circuit that makes it so that the first time somebody runs through it, there is a chance your enemy may think that it's a dud or just a scare for the raiders. Once they step over it, though, the trap activates. This makes it useful since it can make the enemy think you are intending to run away when you're instead luring them into a death trap. If you have any type of invisibility potion or maybe you are just good at not being noticed, you can easily lure the enemy away from your actual position, then jump-attack them when they are least expecting it. This can be the key to a neck-and-neck battle, where your enemy's equipment is as good as yours. Gallery See also Tutorial:Traps References Notes Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Tutorial:PvP_(Java_Edition)#Cart_PvP] | [TOKENS: 15918] |
Tutorial:PvP (Java Edition) PvP, an abbreviation of player versus player, refers to multiplayer combat in Minecraft where players fight other players. This guide covers Java Edition PvP in the most modern versions of vanilla Minecraft. For other version-dependent PvP environments, see PvP. Contents PvP terms PvP kit types A kit in PvP is a pre-determined loadout of items. Kits function as PvP gamemodes, and require different skillsets from one another. The following list includes kits that are officially recognised by servers and tier testing, and are thus commonly practiced: PvP equipment A combatant's equipment is an important factor in PvP, as it determines survivability, damage output, and versatility. Having good gear does not guarantee success, as skill is far more impactful in the modern combat system. Becoming familiar with the usecases, strengths, and weaknesses different equipment is an important aspect of PvP. Swords are the best weapon for doing combos, as well as for breaking out of an opponent's combo, due to their high attack speed. While they also have the special ability to do sweep attacks, this is only useful when fighting an opponent's wolves. When all four melee weapons have maxed out enchantments, swords have the highest DPS and the third-highest damage per hit. Axes are essential for their ability to stun shields, and are the second-best weapon for dealing high-damage single hits. When all four melee weapons have maxed out enchantments, axes have the second-highest DPS and the second-highest damage per hit. Tridents can be thrown as a projectile or used to escape threats using the Riptide enchantment. When all four melee weapons have maxed out enchantments, tridents have the lowest DPS and the lowest damage per hit. When all three ranged weapons have maxed out enchantments, tridents are tied with crossbows for the fastest charge time, and have the lowest damage per hit. Maces have the ability to deal devastating smash attacks after falling, and are the best weapon for dealing high-damage single hits due to the Breach enchantment. When all four melee weapons have maxed out enchantments, maces have the third-highest DPS and the highest damage per hit, even without doing smash attacks. Bows are the best ranged weapon for dealing damage, and can also be used to quickly spam uncharged arrows to deal chip damage. They are also the only ranged weapon with access to the Flame enchantment, and are thus essential in Cart PvP for activating TNT minecarts. The Punch enchantment greatly helps with bow spamming, as it increases knockback, making it harder for the enemy to reach the player. When all three ranged weapons have maxed out enchantments, bows have the slowest charge time, the highest damage per hit, and the second-highest DPS. Crossbows are the best ranged weapon for spreading tipped arrow effects, and for the utility of having an instantaneous long-ranged shot that can be used at any time, so long as they have been charged in advance. When all three ranged weapons have maxed out enchantments, crossbows are tied with tridents for the fastest charge time, have the second-highest damage per hit (by use of 7 star firework rockets), and have the highest DPS (Quick Charge III with 7 star firework rockets). Armor is essential to have for PvP, as failure to equip any armor will result in near-instant death. Different armor material types have differing amounts of armor points, armor toughness, and durability. The armor material types with zero armor toughness are extremely frail, and thus require high levels of Protection to be useful. Shields are an essential defensive tool, as they block 100% of melee, ranged, and explosive damage when active, and block in a 180° arc in front of the user. When using a shield, there is a 250ms delay, ping not accounted for, before the shield becomes active. Shields that are in the active state will become stunned for 5 seconds if hit by an axe, regardless of the axe's attack cooldown percentage. The durability loss a shield endures is dependent on the strength of the blocked attack, with attacks dealing 3HP or more taking durability damage equal to the strength of the attack rounded up. They have 336 durability. A combatant should make sure they have a full hunger and saturation. Reaching 20 ( × 10) hunger after eating food causes health to quickly regenerate at the cost of saturation. Health also passively regenerates slowly when hunger is at 16 ( × 8) or above, and stops when below that amount. Additionally, if hunger dips below 6 (), sprinting becomes disabled. The best food types are those that have provide high saturation when consumed. Golden carrots, steak, and porkchops are the food sources with the highest saturation that are still able to stack to 64. Golden apples and enchanted golden apples directly provide Regeneration and Absorption alongside having good saturation, making them the best food types. Blocks are useful for obstructing attackers and making escapes. They are especially useful in tight spaces like tunnels for blocking off a pursuer. They can also be used to pillar up to safety in a fight, at the cost of becoming vulnerable to being knocked off by projectiles. Some blocks have unique properties, such as high blast resistance, flammability, or being openable. Openable blocks such as chests or barrels can be used to counter cobweb or lava users by having them open the block when they try to place cobwebs or lava. Potions apply a variety of useful effects. These effects can strengthen allies and harm enemies when thrown as splash potions. In addition, lingering potions allow for a larger potion radius, but do not deal their effects on impact, and are expensive to brew. Drinking a regular potion takes time and leaves the user open, while splash potions can be used in quick succession. In the middle of a fight, it is most practical to splash them at the user's feet, especially when using splash potions of healing. Lingering potions are useful for either making an area inaccessible for a while or allowing everyone in a team to heal together. Using negative splash potions and lingering potions as throwable projectiles is not advised, as the throwing distance is short and each projectile takes up an entire inventory slot; tipped arrows are optimal for this instead. Ender pearls can be used to escape opponents, allowing the user to heal, or to pursue a fleeing opponent. Ender pearls inflict damage to the user when landing, damage that can be reduced by Protection and Feather Falling. Ender pearls can be used to scale walls, done by placing a block below one's self upon landing into the wall. A ender pearl stasis chamber can be used to teleport out of a dangerous situation if activated remotely. Water buckets can be used to obstruct opponents, buying more time to escape by slowing them down. It can also be used to avoid taking fall damage, destroy cobwebs, put out fires, and travel up walls. Lava buckets can be used to damage and slow opponents, as well as to create small barricades. The Protection enchantment greatly reduces the effectiveness of lava as a damage option, making lava buckets more practical for low-power fights. Redstone can be used to create traps and TNT cannons. Building a trap in a strategic location and luring the opponent into it can be an easy way to win a fight. However, constructing traps or TNT cannons using redstone in the middle of a fight is highly impractical, and thus traps and cannons that are easier to build and do not use redstone are preferred. End crystals can be placed on obsidian or bedrock, and when punched cause an instant powerful explosion. They can also be placed and exploded rapidly, but in order to do full damage and knockback on an opponent, the user must first knock the opponent up near the end crystal, or place the obsidian and crystal as the opponent is midair, for maximum effectiveness. As long as the user is at least 1 block below the exploding end crystals, the user takes little damage from the explosions. Respawn anchors when given a piece of glowstone can be right clicked on for an instant powerful explosion. Unlike end crystals, respawn anchors do not require a block for them to be placed, allowing them to be placed right at an opponent's feet without having to hit them up. However, respawn anchors cannot be activated in rapid succession and cannot be used in the Nether, unlike end crystals. Respawn anchors also pose a higher threat to the player using them than end crystals do, and thus it is recommended to place a block between the user and the respawn anchor before activating it. Beds are the Nether counterpart to respawn anchors, and have the benefit of not requiring a fuel source to activate. TNT can be used to build traps or deter opponents from approaching or chasing. TNT can also be used in specific formations to launch other TNT towards opponents. TNT minecarts can be used offensively in a similar way to respawn anchors, and are activated instantly with a bow enchanted with Flame. The damage of a tnt minecart explosion is influenced by the velocity of the Flame arrow that activated it. Flint and steel can be used to alter the battlefield by setting surfaces on fire. Due to the Protection enchantment, fire damage is largely negligible and is instead useful for the movement disruption inflicted by it. The screen effect incurred from being on fire also obstructs a player's field of view, however this can be circumvented by use of a low-fire resource pack. Fire charges are identical to flint and steel when used as an item, but can also be fired by dispensers. Flint and steel has only 64 durability, and is therefore used up in the same time as a stack of fire charges. However, flint and steel when enchanted with Unbreaking becomes the superior option. Cobwebs slow any player caught in them to a crawl, trapping them and make them easy targets. Ender pearls are the best way to escape from cobwebs, and water buckets can also be used to destroy them. They can also be destroyed with a sword, however being inside a cobweb whilst not being grounded causes mining speed to decrease dramatically, making this a poor escape option. Cobwebs can also be placed on one's self to act as a barricade against attacks, so long as no part of the player is exposed. When held in the offhand, totems protect the player from a lethal hit (except from the void), and grant them temporary Regeneration, Fire Resistance, and Absorption. Totems can be quickly re-equipped by hovering over one in the inventory and pressing the F key to replenish the offhand, or using hotkeys/Shift+Right Click (not rebindable) to replenish the mainhand. A totems of undying only returns your health to 10 at the moment of use, and wipes potion effects. The severity of the screen obstruction that occurs when a totem activates can be reduced with a resource pack. Mining tools allow for modifying the terrain, tunneling away, and destroying defenses. They are most useful when enchanted with Efficiency, as this increases their mining speed. Shears also disarm tripwire traps without triggering them. The elytra can be used to travel long distances at high speed, surprise attack enemies, make quick escapes, and become difficult to hit. Wearing elytra dramatically reduces damage reduction due to taking up the chestplate slot. Having Mending on the elytra, as well as a supply of experience bottles, is recommended for sustained use. Elytra can be used in tandem with a mace to deal smash attacks with better precision and safety, however the elytra must be unequipped the moment the smash attack is dealt for the smash attack to activate. Fireworks can be used to boost with an elytra. Fireworks made with firework stars can be fired as explosive projectiles using a crossbow, with higher star counts resulting in higher explosion damage. Horses can be used to travel around the map quicker, as well as to reach high places using their high jumping. While getting hit on a horse prevents knockback to the rider, horses are not recommended for direct combat. This is because horses have a random chance to be stunned when taking damage, making themselves and their rider vulnerable. They are also quickly killed by attacking players, and are outclassed by elytra for travel. When using a horse, having a supply of hay bales to heal it is recommended. Tamed wolves will aid the player in combat by targeting the last entity that was hit, or the last entity that hit their owner. Meat food types can be used to heal wolves and cause them to breed, making more wolves. Equipping a wolf with wolf armor is highly recommended, as failure to equip wolves with armor causes them to die quickly to attacking players. When using wolves, having a supply of armadillo scutes to repair their armor is recommended. Due to the way wolves jump when attacking targets, they often miss their attacks. This in combination with their low movement speed, damage output, and health pools causes wolves to be poor allies in combat, requiring a large army with status effects for wolves to be useful. Enchantments for PvP Power increases damage dealt by 50% for the first level, and by 25% for each subsequent level. This results in Power V giving a total damage increase of 150%. Breach decreases the effectiveness of a target's armor by 15% per level. This results in Breach IV giving a total armor effectiveness decrease of -60%. Density is a must-have in kits revolving around repeatedly chaining mace smash attacks. However, for kits that do not offer wind charges or an elytra, Density is completely outclassed by Breach. Flame sets the target on fire for 5 seconds per level. This results in Flame I inflicting 5 seconds of burning, dealing 1HP each second for a total of 5HP over time. Burning damage does not take effect when the target is already taking damage from other sources, such as melee/ranged attacks or explosions. Punch increases the amount of horizontal knockback inflicted on the target by 3 blocks per level. This results in Punch II dealing 8.792 blocks of knockback. Knockback is not a recommended enchantment for the majority of PvP kits. The enchantment makes it more difficult to combo in PvP that doesn't have netherite armor, and makes it easier for your opponent to back out of combos even in PvP that does have netherite armor. The Knockback enchantment's only usecases are in Crystal PvP, where Knockback I is used to knock opponents into end crystal explosions when spam clicking, or in netherite SMP PvP, where Knockback 1 can be used to combo more effectively at the cost of combos being easier to back out of. Protection is required in all forms of PvP, as armor without any Protection enchantments is incredibly frail. Having a piece of Blast Protection armor is required in Crystal PvP and Cart PvP, as not having any Blast Protection results in instant death to two crystal explosions even with a totem of undying equipped. Having more than one piece of Blast Protection armor is not recommended, as having only two pieces of Protection armor will result in dying quickly to Strength II-boosted melee weapons. Projectile Protection increases projectile damage resistance 8% per level. This results in a Projectile Protection IV armor piece giving a total projectile damage resistance increase of 32%. Both Fire Protection and Projectile Protection have no usecases for PvP. This is because sacrificing Protection for one of the two is never worth it, regardless of the type of PvP kit. Feather Falling is not mutually exclusive with any other enchantments, so it is always worth having. Thorns is not a recommended enchantment for PvP, as the damage of thorns becomes inconsequential against the Protection enchantment, while still massively harming the sustainability of your armor. In addition to this, when Thorns inflicts damage on the opponent, it will grant them knockback immunity for 0.5 seconds, as all indirect damage sources do, which disrupts combos. Bows are virtually never at risk of breaking in a PvP fight, so Infinity is always preferred over Mending in a PvP environment. Unbreaking is essential to have on armor, as armor durability is a key factor in high-power gear PvP. Excluding shields, it is not as important to have Unbreaking on other items, as they are very unlikely to break from full durability in a PvP fight. Mending, like Unbreaking, is essential to have on armor, as armor durability is a key factor in high-power gear PvP. It is important to omit having Mending on equipment other than armor in a PvP fight, as repairing armor using bottle o' enchanting must take priority over repairing other equipment. Loyalty is not a recommended enchantment for PvP. This is because tridents are poor weapons for damage-dealing, leading to the utility of Riptide being far more useful. Riptide is the main reason to use a trident in PvP, as tridents are poor damage-dealers, resulting in the utility of Riptide being their best usecase. Curse of Vanishing can be useful for preventing opponents from collecting your gear in a team-based PvP fight. Quick Charge is an essential enchantment for crossbows, as it drastically increases their DPS and rate of spreading tipped arrow effects. Spamming arrows with a Quick Charge III crossbow is a viable strategy, as it will repeatedly damage an opponent's armor and make it difficult for them to approach. Piercing is most useful in low-power PvP kits, as the utility of letting a crossbow ignore a shield is very helpful. Piercing also acts as a pseudo-Infinity enchantment that works with tipped arrows, however the arrows have to be picked up again manually. Piercing becomes less useful as gear becomes more powerful, as Multishot begins overshadowing it for the utility of spreading tipped arrow effects when the crossbow itself stops dealing meaningful damage. Multishot is incredibly useful in high-power gear kits for the utility of spreading tipped arrow effects. It also by nature makes it easier to land arrow shots, and drastically increases the effective coverage of shot firework rockets. Status effects for PvP PvP settings It's important to determine the best settings for you. Settings don't improve your fighting skill, rather they make your fights more comfortable. It is discouraged to constantly change your settings to try to find the "perfect" setting that will "magically make you the best". Get settings that don't limit your gameplay and get skilled with them. Having more FPS is incredibly important if you have a low-end system. Tone down most of your graphics, such as setting it to "Fast", turning down your render distance, and turning your FPS cap to unlimited are some examples that can somewhat improve your FPS. Additionally, you can also turn off particle settings as some particles are too obstructive such as the crit particles and totem particles, but this also means you need to listen to your sounds more carefully due to lack of a visual sign that is usually seen in these things. Next are your controls. First, modifying your keybinds is totally up to you. Using the default 1-9 isn't recommended, as the numbers past 4 or 5 are inconvenient to reach. Although using the scroll wheel in your mouse can be helpful, keybinds are faster and more accurate than using the scroll wheel if you become good with your keybinds. Your mouse sensitivity is also dependent on each player and choosing one that you're comfortable with is essential with getting better aim. With a high sensitivity, your crosshair would start becoming shaky and you won't accurately track your opponent as your mouse is too fast, while if your sensitivity is too low, your rotation is too slow, thus you won't be able to track your opponent that moves too much and too fast. Other settings to change are turning Auto-jump to off and turning your sprint to "Toggle". An ideal FOV is any FOV above 80-85, letting you see enough so that enemies can't strafe behind you easily but not making opponents too small if they are at the edge of your reach. Its best to turn off FOV effects as well as Damage Tilt completely, as they cause your screen to warp and shake during fights that makes aiming much harder. Resource packs are optional but sometimes they make your PvP experience more comfortable. Some vanilla textures in the game obstruct your vision too much, such as food, explosion particles, swords, fire, and offhand items, so texture packs reducing the size of those are definitely recommended. While resource packs that function while minimally modifying the vanilla aesthetic are called overlays, one may opt for a resource pack with cosmetic changes, too. Mods are also important and some of these are tailored for PvP combat. Sodium and FPS-increasing mods are incredibly essential and PvP clients like Lunar, Badlion and Feather feature modules that significantly help in combat. PvP locations The location where PvP takes place affects general gameplay and can affect strategies. This is when two players fight in the naturally generated terrain of Minecraft. In this type of fight, players decide on a designated area or may be unexpectedly attacked (underground, caves, cliffs, or strongholds). One can also add custom features into the natural terrain, normally player-built structures. This is PvP that takes place in a unique area or challenge map. Players that are friends may decide to create or use a challenge map that facilitates PvP. The players may choose to divide themselves into multiple groups, enjoy a free-for-all, or any other distribution of players that fight among one another. Players may prefer to build an arena for the sake of organization or aesthetics. A hazard is any area that's dangerous or disadvantageous to be. Most likely its a lava pool, ravine opening, or for a particularly experienced player, even just a wall that's easy to headweb against. In any case, both players want to stay away from it and force the other player into it. When playing around a hazard, strafe around your opponent constantly and stay low to the ground, letting you move more effectively to put them in between you and the hazard. Whether you're successful or not, you'll need to push your opponent back and gain ground. To do this, disable their shield and don't let yours be disabled, at all costs. Use techniques like Shoving to advance forwards consistently without taking much knockback or Uppercutting to gain lots of ground very quickly. If your opponent crits you, Sidesweeps are a viable option (only if you're losing) to run around behind them and flip the scenario on them. PvP context It is important to note the context in which PvP takes place. Friendly PvP is when two or more players agree to PvP for friendly practice and training only. Friendly PvP is great to play on LAN. It is the least hostile option for PvP as it: In organized PvP, players agree on the circumstances of their fight, and then battle. The victor may be agreed to receive anything, from diamonds and emeralds to proven superiority to nothing at all. This type of PvP can be highly competitive and players may need an impartial judge to moderate. This is when someone surprise attacks you without warning, and is mainly common in SMP PvP. If you have better equipment than your attacker, you will likely be able to kill them. At this point, there is no better time to give it your all. Utilize anything and everything at your disposal to destroy your opponent — any method that Minecraft provides, you should exploit. (Combat-logging, hacking, and other out-of-game methods are unacceptable except on select servers.) Always carry extras. You never want to be stuck in battle without a weapon. Therefore, extensive measures must be taken to ensure that equipment can be readily replaced in a fight, such as enchantments, extras, and consistent resupplying. Press any advantages you can, and consider fleeing if you don't think you can win. There's little point in being honorable, and more point to staying alive. Make sure to understand your disadvantage if you are attacked unexpectedly. Your opponent likely has applied potion effects or eaten golden apples in advance, giving them saturation and absorption. To stand a chance against them, you'll need to do the same. Keeping combat healing items, ender pearls or potions on you as well as in your hotbar can save you in those situations. In this type, 2 players spawn in a set map with an arranged set of equipment, thus the name of PvP. Practicing kits are important in learning the basics of PvP. And the kits can also be customizable depending on the server. Minigames are typically played on dedicated minigame servers. Some popular ones include Bedwars (where each player/team has a bed that allows them to respawn if it is undestroyed), and Capture the Flag (where each team tries to steal a banner/wool from the other team). Many other variations of these games, and some more niche minigames, also exist. Each minigame will typically have its own set of rules, as well as a shop or class system (although this is not true for all minigames). To gain experience in this kind of PvP, it is recommended to try different kinds of minigames, and find one/some that you enjoy. Minigames are technically a form of Organized PvP, but are normally on a dedicated server. Melee fundamentals The majority of PvP is melee based combat: using your sword, axe and shield to damage your opponent directly. Swords and axes are the strongest and most damaging non-crystal PvP weapons in the game, apart from maces which are typically restricted to their own gamemode. Choosing your offhand item is an important decision, with the most popular choices being a shield, totem of undying, or food. There are two main avenues and essential concepts for attacking: sprint-knockback attacks and critical hits. There are many techniques and maneuvers you can use in PvP to give yourself a large advantage. This is the next step in complexity in PvP up from just critting and shielding. These are some more complicated and high level techniques. Many of them build off of other techniques and are more useful against better players, used to counter other more basic techniques. Shield fundamentals Shields protect all damage and knockback infront of the user when active, aside from arrows from Piercing crossbows. Shields have 250ms delay between being raised and being active. They are disabled for 5 second when hit by an axe, regardless of the axe's attack cooldown charge. Disabling the opponent's shield is a huge part of SMP kit, giving a 5 second window where they aren't able to protect themselves effectively. To disable a shield, hotkey to your axe and spam click 2-3 times, then immediately swap back to sword. Later in this section are some special ways to disable your opponent's shield to give you an advantage. Don't wait to charge the attacks: axes are inefficient at dealing damage. You can attempt to disable either when you see them put up shield, which requires fast reactions and good hotkeying, or by predicting when they will shield. While fighting, try to watch their shield patterns and learn them so you can predict them in advance. In addition, most players will shield with the following patterns: Be careful when your shield gets disabled. Did you shield in a predictable pattern? They might have learned that pattern. Be careful before repeating it. Once you disable their shield, you have a 5 second window where they cannot block any hits. To take advantage of this, you can use 2 different follow ups. When your own shield is disabled, you are very vulnerable to crit or combo follow ups. By far one of the most effective ways to play while your shield is disabled is KB hit trading. Back away and try to bait your opponent. Trade KB hits with them, holding S after each hit to get too far away from your opponent to be comboed. This is a very slow playstyle and your shield will come back up soon. The reason it works so well is that if your opponent attempts to block your hit with their shield, you can easily either disable it or back away from their hit before they lower their shield, rendering their shield advantage useless. Another trick you can use when your shield is disabled is literally to pearl out and heal. If you can safely get the pearl off, you might avoid a very costly encounter. It might seem sort of hacky or cringe, since you're just running away whenever you're at a disadvantage, but your opponent can't do anything besides cry about it. Don't do this if you are going to get crit out while the pearl is in the air. Here are some shield related techniques you can use. Some of these are very difficult to perform, and some of them delightfully simple, but they can give you a significant edge in getting more effectiveness out of your shield. Ranged fundamentals Bows and crossbows can be used to attack and snipe at a safe distance. Learning how to use bows and crossbows effectively is an important aspect of PvP. There are various styles to shooting such as jump shooting, aiming upward and strafing to the right/left, spamming uncharged shots (bow only). Strafing from left to right when shooting is the optimal way to shoot from mid-range, as it can help you avoid an opponent's shots. To hit a moving target, lead the arrow ahead of them some blocks depending on their distance and ping. Sniping is attempting to hit targets at long range with a bow or crossbow. Done well, sniping can deplete a weak target's health or knock them off a cliff. This tactic by itself can be ineffective if not followed up with melee combat, as shields and healing are certain counters to the exclusive use of bows and crossbows. However as a method to drain your opponent of resources, such as armor durability and food, sniping them can make a difference. At further distances, the level of precision needed to have a good hit rate increases, and the innate randomness value of arrow shots becomes a problem. An 8-degree pitch shot with a bow will hit a target between 47 and 52 meters out, and a 37-degree angle can put shots out to around 120 meters. The pitch of your shot can be viewed using the F3 screen. Generally, aim 1 degree up for every 4 blocks away your target is assuming they're at level ground with you (Pitch = (distance - 18)/4), compensating for their movement appropriately. For example, to hit a target 50 meters away, aim up by 8 degrees. 62 meters away, aim up by 11 degrees. 74 meters away, 14 degrees. If a player is higher than the user, a simple way of compensating is to look them in the face and set that as your zero. This works for relatively flat shots that aren't at an enormous range. If a player is 9 degrees up from the user and appears to be around 60 meters away, a 19.5 degrees pitch is a good approximation of where to aim. Sniping is a skill that becomes feel-based at higher distances, making practice essential. General fundamentals Longer term, overall strategy during fights to make the most out of your PvP skills. This section will detail how to heal yourself properly, win fights when outnumbered, heal your armor, and use your utility items properly. You can heal faster by having high saturation, or by consuming a healing item like a golden apple or a potion of Healing. Foods with high saturation such as golden carrots are preferred as more saturation translates to a longer period of faster healing. Since healing by eating normally takes some time and slows you down you want to do it while sprint jumping away if you can't ender pearl, preferrable after separating from your opponent as well as possible. KB hits, cobwebs, and blocks can all help you get away. If your opponent is healing, make the most of that time. Crit them out to drain them of resources if they are close. If they aren't close enough for you to reach this, do something else such as healing or refilling your hotbar. Just running at your opponent doesn't help you. Its also common for players to KB hit their opponent on the last hit while their opponent is healing. This sets their opponent up for a combo when they finish eating. When you meet with multiple people that have the intent on killing you, the best option is of course run or negotiate for peace. If that's not an option though, you'll need to figure something else out. Utilities are your backup weapons in a fight. The most effective way to use utilities is to have just a couple in your hotbar and become quick and experienced with using them so you can constantly bombard your opponent with effective secondary attacks. In various kits, players are given stacks of bottle o' enchanting to repair their Mending armor. Without proper XP usage, you will waste a significant portion of your XP and your armor will break earlier. Before repairing, make sure to back off way before your armor breaks (preferably when your helmet/boots dips to below 70 durability). Use XP bottles to heal your armor if it gets low. If your shield has mending, all the XP will go to healing your shield, so take off your shield while doing this (shields don't take enough damage to fully break during a fight, normally.) XP bottles heal all your armor evenly, but your armor has different amounts of durability. Your helmet will break while your chestplate still has 1/3 durability. XP bottles only heal armor pieces that you are wearing, though. Take off everything but your helmet and heal it to 100% durability. Now put on your boots and heal them to 80%. Now take them off and heal your leggings to 75%, and then chestplate to 70% durability. Also, make sure you're not too close to your enemy while repairing, since they can get free hits on you, wasting your bottles. Playstyles It's extremely important to know how to play and when. Knowing how to deal more damage than your opponent is necessary, but you have to be able to chain your manuevers and gameplay together to really press your advantages and turn a mess of hitting things into a cohesive playstyle. First we'll examine the two most basic playstyles, playing Defensively or Offensively, and how to counter those playstyles. The most common playstyle in SMPs, a defensive playstyle involves constantly keeping a little between your opponent and playing reactionarily. You will be playing slow and winning by Armor Drain, steadily but surely. This playstyle is very effective against players that seem to have good aim and fast mechanics, but have worse strategy and might be too eager to rush into things. This is how to pull it off using your kit. Defensive players need two things: they need to be able to run away from you, and they need to safely survive to drain your resources. An aggressive playstyle is constantly pushing your opponent, never allowing more than a short break. It mostly relies on being able to play faster than your opponent, making them panic or forcing them into bad decisions. You are often able to drop your opponent when they can't escape your quick damage. It requires strong mechanical skill and versatility with melee mechanics. Aggressive players want to disable your shield and catch you in a bad situation to crit you out. You're gonna need to react to all they're doing and avoid getting dropped at all costs. Minecraft ping is coded differently from other games. The two differences are that you can hit a player when you can hit them on your computer, even if your opponent and the server agree you can't yet, and your knockback is delayed by your ping. If you have 100 ping, you only start taking knockback after the 1/10 a second has passed for your computer to find out you got hit. Fighting Ping: Any opponent that has ping has slower reactions. Strategies like No-KB crits that require immediate counters work very well. Their shield disabling will also be very delayed: you can get away with much more aggressive shield usage. Don't try to combo against ping as much because their knockback is delayed, giving them a window to hit you. If you do, use Silly Circle Hitting or side strafes to make them miss, since laggy players often have more trouble hitting you. Low ping players should play more defensively since they can react very quickly. Using Ping: You are far harder to combo on high ping, since your knockback is literally delayed, giving you an extra window to hit your opponents. Its better to be using an aggressive playstyle. Use the Spacing Techniques detailed earlier in the guide to get in constant extra hits and pcrits before knockback takes place. It's also more difficult for you to be KB hit away, so a crit spammy playstyle is very effective (and annoying) here. PvP misconceptions The world of PvP is vast as it takes place in a sandbox game, giving players many options, and not all of them are good, despite how tempting they may seem. A great way to learn your mistakes is to watch better players play and simply try to notice what's different. Why might they be playing that way or using that item? PvP kit tips Basic tips: Advanced tips: Axe is a very strategic gamemode. Autohitting and backstabbing are of great importance. It's very common to let the opponent disable your shield, autohit them, shoot them with a crossbow to push them away, and run until their shield is back. You need a good understanding of what each player has available to them, and therefore what move they want to make. Baiting your opponent into jumping could get you a free crit, turning the tide of the round. Bowing them near the end of the round when they have no shield might finish them off. At any moment you might only have one opportunity or play to make, and your job is to find it and execute it properly. Now each SMP might have a set of standard rules when it comes to fighting, such as netherite or certain potions being illegal. Even though this is the case, the tips here can still be used on SMPs regardless of their rules. For this kit, we're going to assume that the kit contains fully enchanted netherite armor, 2 netherite swords (one is fully enchanted with Knockback I, while the other doesn't have Knockback), a fully enchanted netherite axe, 2 stacks of gapples, one totem, around 4 stacks of pearls, a fully enchanted shield, 2 stacks of XP bottles and finally copious amounts of Strength II, Speed II and some Fire Resistance (8 minutes) potions. Basic tips: Crystal PvP is using end crystals and respawn anchors to defeat your opponent. End crystals and respawn anchors are capable of one-shotting players in full Protection IV netherite armor, and so it is generally regarded as the most powerful form of PvP. Many survival servers ban or disable these items, and even on those that do, getting large quantities of crystals and anchors can be time consuming and expensive. Crystal PvP is all about being lower than your opponent and setting off your explosives so that they damage them far more than they damage you. Basic tips: Basic tips: Advanced tips: UHC is unique for a reason, that is because of a game mechanic being absent, the ability to heal naturally. This meant that you can't heal on food alone, and you'd need the regen and absorption from golden apples to heal. Aside from that, UHC has a diverse inventory of melee, ranged weapons and utilities that players can use to their advantage. Players must be fast at hotkeying, and scrollwheels won't simply cut it, since hotkeys are more accurate and faster. Second, players must know how to use each utility to their advantage, and must know when to fight defensively to drain or offensively to drop your opponent. Blocks for example, can be used not only to build/bridge up but also to put out a lava or a water source block when placed down. Its an interesting mix of the melee combat similar to SMP kit and intense mastery of usage of utility items. PvP building Factions This can be done with a Factions plugin or through other means. This is when a group attempts to irreparably exterminate members on another group and later destroy or loot all property of the said group. These can range from a surprise attack to a formal challenge of two armies, and can have up to hundreds of warriors on either side (though this is extremely rare and may cause lag). In some servers, you may be asked to pick a team without knowing who is on it. If you can't hurt them from the outside, hurt them from the inside! If possible, join your enemy faction while you are still able to. If you get into their base as a faction member, wait until the faction moderators are all offline. This is the best time to strike. Take their best valuables, then break the furnaces, chests, and burn the items with a flint & steel. If they have a water mine, block the water. If they have a staircase mine, put a lava or two at the top. Go to the "/f home" and dig a hole. Put lava in it, from the ceiling and make a wall so as soon as they "/f home" they will constantly respawn in lava. If you have spare lava, fill the place with it! Make sure that there aren't any hidden chests, and destroy the farms if no one in the faction catches on. If possible, if they don't know you griefed/raided them, wait until they repair their bases with more food/loot and restart the process! Remember to give loot to your actual team after each raid. In most, if not all faction servers, there is a plugin that allows factions to claim chunks of land. If you are raiding a base, there is a 99% chance that they have claimed their base. So how do you get in? Here's how. If you intend to explore the full tactical armory of PvP, then a helpful one and likely the first is the raid. Simply put, a raid is the theft of materials from the property of another player and killing enemy team members. Raids can have pros, such as drain the opponent's resources that could later have been used against you, and increasing your own resources. However they can also have cons, such as increasing the likelyhood of you being made a target by others. Generally, raids are worth the risk. There are three different types of faction raids: There are two objects that are absolutely necessary if you want the raid to be effective and efficient: The first is always needed since this may take some time. However, you may wonder why the list contains an enchanted diamond pick. It's because you can break almost anything fast. Without a powerful pick like this, the odds are that the owner will have mowed you down before you could even get inside their base! Therefore, you must be fast. Choosing a base is easy, and really, an unmanned base is a dead base. When a minimal amount of people are manning the base, then you can strike. Steal all goods. Remember that your point is sabotage, and so you should dispose of all you didn't steal. If you really want to damage them, clog all entry points. Don't stay around too long, though. Take a minute longer and they might be online and hunting you down, in the end you're just wasting your time. Keep in mind that faction wars are not always about combat. It's about preparations and knowledge in order to turn the tide exponentially in your favor, such as how you can slay a player in diamond armor with only iron armor and win a battle before going out to war. You can't rush into an attack, you need to plan it. There's lots of ways to get a kill without having to fairly "fight" your opponent. Now say a new enemy has come and they have Protection IV armor, with a Sharpness V sword, and an obsidian base. Attacking them would be suicidal in a fair fight (unless you have better equipment). First, send someone to scout their base while you prepare a full assault. TNT their base and ruin the defenses. This allows you to eliminate their source of power. Then, send someone to cause a diversion to distract them. They'll be chased all the way until they come back and finds the smoldering ruin that was their home. Lead them to a premade trap such as a TNT minecart bomb and detonate it as they chase you over it. No matter how geared they are, they will be killed and their base will be undefended. Always make sure every fight is strongly in your favor. Go to reasonable lengths to ensure you can attack, but they cannot retaliate, or sacrifice to gain power, such as you losing 10HP through snowballing them, but in the process breaking their diamond armor. Faction wars are not always about fighting. Although the point of a Faction War is to demolish, a clear assessment about the other side is helpful in doing so. Let's go into another scenario. Another faction is the strongest faction but is secretive, stealthy, mean, and rich. Your faction has never liked them, and in fact, hated them. But in terms of pure force, your faction is outclassed. They need you. Now, they equip you with invisibility potions, a diamond sword, a bucket of milk, a splash potion of poison and 3 of Harming, a bow with 128 arrows, and 32 pieces of pork. Throw in some Fireworks for distractions, and you're ready to go. The whole faction depends on you! Now, as a spy, don't ever alert them to your position, because even if they don't know who you are, you are someone sneaking around their base, and they will pursue. To do that, you must follow some steps. Make note of details, as intelligence is most important as it can get you get one step closer to victory. Do not forget that secrecy is required. Report back to your base once you think you have more than enough information on the enemy and that is when you can declare war. Another trick is to (if in a faction server) station your teammates nearby. (Say, a mountain bunker in the distance) That way, if you are caught and running for your life, you can send a distress signal or flares (The most obvious thing would be fireworks). One other trick is to pay attention to what you hear. Say you are in the base, and you hear someone munching on food. Avoid them as quickly as you can. If you hear a nether portal, then your team may be able to build a corresponding portal in the Nether and invade through the enemy's portal. Building a base to protect yourself from the diamond swords and the arrows? Good work! Here are some tips to help you make your base even more efficient: Bigger may not be better, as a visible structure gains visibility the larger it is, and leaves more space unguarded. On the flip side, big bases are good for large amounts of people that are working on something together, and can hold more munitions. A small base is also dangerous, because it will be easily demolished. One effective type of base is a base that is deep underground. Here enemies will take days to hunt you down, while you survive on a farm and branch mine for diamonds. Another base, meant for continuous habitation, is far above the world. Therefore enemies will be required to build up to it. Unless a prohibitively expensive defensive structure is used to get up, they can be easily pummeled with arrows, a single one of which could send them falling to their death or at least making them restart. For sky fortress builders, the most important rule is to not have any spots that are out of the fortresses' archers' line-of-sight. Try building the bottom floor in a "multiple ring" shape to do this. Also, make a disabled nether portal that will upon activation become an escape (disable it to ensure that it cannot accidentally link up to another portal). Bases in mid-air are effective during a raid, when manned, as entry is all but impossible. Again, this base type is best for continuous habitation, but it is only slightly more protected than a house on the ground if nobody is manning it. Also make sure to put cobwebs all over the bottom to stop ender pearl glitching. Every good base needs traps and defenses! First of all, we have the wall. A good wall should contain at least one obsidian or water layer to shield explosive force, and require at least one minute to mine through with an unenchanted diamond pickaxe. To further prolong base penetration, chessboard wood and cobble to force players to slowly break wood or switch from axe to pick. Traps are great defenses to surprise enemies that make it through the wall, but are generally not infallible. Note that self building walls can be useful during an attack to repair severe damage (aka the TNT equivalent of a bunker missile). However, remember that a trespasser will not simply pound at the wall forever (unless they are monotonously dedicated to it). Eventually, they will most likely climb it with blocks, or disable it by destroying the mechanism. This is one of the great secrets to PvP mastery! Trustworthy allies can be useful in many tasks, from grunt work to being the safe keeper of your gold. Be careful whom you choose for an ally, as treachery or lack of skill can easily hamper or destroy your attempts to thrive in PvP. Haste in that aspect is generally a waste. If the server you're playing on has the Factions plugin, you can create an impenetrable base with water and cheap walls. To do this, dig a hole along the border of claimed land (INSIDE your faction land, otherwise it can be blocked up or destroyed) all the way to bedrock. Next, cover your base with water, including the sides and roof, and let it flow down to bedrock. Make sure TNT cannot land anywhere in the base. There should be no blocks connecting your base to the wilderness. The water acts as a shield, making your base invulnerable to TNT, and impassable by enemies. The only way to counter this is make a sand/gravel cannon (a TNT cannon that shoots the falling gravel/sand instead). This can also be countered by a team of people using Wither. You can also bring elder guardians (if possible on the server) and bury them near the outside walls in obsidian, then build a wall of waterlogged stairs around the base. You can then cover that in another layer of water, forcing the enemy to use a Wither. You can use this to your advantage and get your whole team a smite V sword to shred the Wither(s) along with sharpness V to deal with the players after the Wither dies. Gather enough dirt to build to the build limit (about 3 stacks). Then pillar jump with all of it, or until you reach the build limit. Then dig 17 blocks down. Place 1 obsidian by pillar jumping with it, mark that corner, then build a 12×12 obsidian platform. (Set home to platform if /home is enabled!) Then find the corner you marked, dig down, (you should see dirt, and not fall), dig 2 more dirt down, replace the obsidian, and coat the bottom with lava. (Fire Resistance is highly recommended) Ender pearl down, dig the bottom block of dirt, and dig a 12×12×2 trench where the lava lands. Then teleport up, either with an ender pearl (may take multiple tries) or /home. You can now add the necessary items to your new base as needed. And finally, add redstone blocks around the edge, and build rings around the platform at a lower level for archers and potion lobbers to walk on. If the base is being raided, and your hand is forced, activate the self-destruct on your base. It is important to keep one on hand at all times and also have an escape. The self-destruct must be designed to overwhelmingly destroy all life and loot inside the base and the base itself but also be well-hidden. This is hard and so you should experiment. In times of need, start the lethal countdown and escape. Ender chests are good for these kinds of bases, as they don't drop their content and it can be accessed anywhere as long as you have another one. Escape pods are essential for above-ground bases as they can drop you deep underground into a water spot, where you can dig (possibly minecart) yourself up to the ground and escape with your friends (if you have more than just one pod) to far away from the base. You can lock the escape pods with pistons to prevent enemies follow you when attempting to escape. Not all of your faction skirmishes in the PvP world will be set up beforehand. Organize raids with your faction. Find some server to host a voice chat box with your teammates. This will allow you to coordinate your attacks on hostile bases and their creations. The more connected you are with your fellow faction members, the more likely you are to emerge victorious. Keep in touch with them and increase your odds of success. Let's say that you have just moved in with your awesome new faction. They have diamonds, dozens of anvils, and general awesomeness. Now, a faction war has started, and you have no base, no food, nothing except what the faction gave you. This is dangerous. In the event the faction fails, you are defenseless. Trust nobody and keep a secret base all to yourself. Put a home there and be safe from pursuers and spawn campers. Be ready! If you need to and fear that the faction is about to fall, steal some items and leave the faction when necessary. If your group's/faction's leader has been killed, or you just feel like it, don't be afraid to go rogue. In order to do so successfully, you need to follow certain rules. First, you need to either decide whether you want to be a wandering rogue, or a bandit-style rogue. Wandering rogue life is relatively simple. You wander around, and occasionally raid abandoned or unguarded bases, and avoiding other players at all costs. If you decide on this, you can refer to the nomadic experience tutorial to help you get started. If you want to be a bandit-style rogue, however, then you need a top secret base of operations, and lots of equipment. Only engage people if you are 100% sure you can win, and escape as quickly as possible. Trust no one, let no one see you. Although the life of a rogue may not be as action-packed as being in a faction, it is certainly profitable, and once you have enough stuff, you might be able to join a new faction, either to settle down or backstab them, get their stuff, and move on to the next gullible faction. PvP in large factions can include multiple scenarios, from individual murders or attempts to murder, to entire factions battling it out with lines of defense, barricades, and tunnels. There are three major melee builds, which will be discussed more in depth later. They are: The first situation is if the enemy has large numbers of archers. Send a wave of soldiers charging in, with moderate armor, and some skill, as well as some Special units to cause some starting chaos in their lines. Even better, get some ender pearls and rush in to engage the archers, who will often be weaker in melee combat. If they don't have archers, they will run or charge. If they run, have archers retreat to the back lines and then have the whole army sprint, bunching Juggernauts close to the front line while staying together, for maximum impact. If they charge, stop their forward momentum with arrows, shooting when they are 10–15 meters away. Then the infantry should then fight for a bit, while juggernauts and potion lobbers move in at sprinting speed to surge into enemy lines and later replace the infantry and slaughter anyone that was engaging the infantry. Make sure that the juggernauts and potion lobbers do this carefully, as the enemy infantry may have lethal potions. However, in general, the enemy can do little versus Juggernauts and potion lobbers coming in from a flank as well as a defensive row of Exotics to stop enemy Juggernauts from advancing effectively. However, if you are on the attack, there are some threats to your advance you must take into account. Then charge with infantry, followed immediately by exotics. The juggernauts among you should flank around and smash the enemy infantry after a few seconds of fighting. The Exotics should only engage juggernauts in combat, and only with superior numbers. In this situation, have archers aim for infantry advancing toward the fight, NOT the enemy front line, where you could shoot one of your own men. One can make some professional charging units with horses. Never have everyone charge at once. They will lose momentum and a solid position, while also becoming less cohesive which causes less damage distribution. Retreat, while also dangerous, is far safer. A server wars is a mass battle with a large quantity of the server's playerbase participating. The attacking parties are typically organized and well armed. They launch an attack big enough to cause a disturbance on the server. Another party, typically admins, retaliates against this attack. If the retaliating party is composed of admins, it will typically resort to Intel and the power to ban players. However, admins will counterattack with weapons in the process of banning the attacking players. Unless they allow griefing of course. In an all out server war, you have two choices: you can either fight for one of the two parties, or you can flee to safety and let the admins sort it out. Most players decide to fight for their server, however, players who have a lot of resources like diamond might feel the need to protect their precious resources and flee to safety. If you decide to join the party that is defending the server, you don't really need to worry about firepower since you will probably be armed by fellow soldiers. If you join the attacking party, you should equip enchanted weapons with high damage. It is also good to equip weapons of mass destruction such as TNT, end crystals, lava buckets, etc. You should do everything in your power to keep your nametag hidden if you don't want to be banned. Being banned means you are out of the server, and out of the war. You can no longer fight alongside your comrades. When you are fighting with the attacking party, you typically want to destroy as much as possible and invade as much of the server as you can. A good tip? Drink an invisibility potion, arm yourself with end crystals and blast protection armor, and let the terrorist bombings commence on anyone you see, especially the ones that are insecure. Remember, the retaliating party doesn't always win even though they seem like the "underdogs". Server wars are won with great soldiers, and most importantly, great leaders. You don't have to be a "grizzled" war veteran to be a great general, a great general is someone who is smart and fights alongside their soldiers. Remember, great generals take point, they don't watch from a safe distance and bark orders while watching their fellow players get slaughtered. Also, if the server has mods equipped, especially mods like "flans mod", "flintlock weapons mod", or "Mo' explosives mod", use that to your advantage! Because of the nature and the danger of these wars, the mechanics of these "groups" of people that are attempting to overthrow the server will be explained. Generally, the group may know each-other personally. If three friends chose to do this, and each friend tells two of their friends, then we already have nine people ready to attack. Doing this makes it easier to create order and hierarchy. This is also done to deter any traitors or turncoats in the group. Some of these groups go into faction servers, claim land, and make a legitimate faction. They will probably use the faction as a temporary "bank" for what they steal and make. They will build a secondary base, and will use this when they attack. They are highly armed, and are equipped with heavy enchants, potions, lava buckets, redstone, TNT, and whatever the Modifications on the server make available. They disband the faction, and move to the other base and create a new faction, (if they make one at all) and begin their attack, or they may each stay factionless (to avoid detection) and cause great destruction to large bases using the exploits above, communicating attacks via a third-party social platform. There is a hierarchy involving the status and rank of the players usually, there are generals of the troops that go to battle. They are on the battlefield. And they command the players to attack. But these generals get their orders from one player. This player is the equivalent to the "god father". They are never seen, although sometimes in the game anonymously. Several of these groups have primarily PvP champs, but most of them have hackers, x-rayers, cheat mods, and whatever they chose. Most times the hacker is the godfather or at least close to the top. They also have spies and intel groups. This is not the most usual case, but there are exceptions. Some of them have strategies that they commonly use. Some are griefing, personal raids, and singling out a player. For example, if they know that a player has valuables (diamonds, enchanted books, etc.) and they don't know where it is hidden, they may grief and threaten the player. PvP behind the scenes Your presence on a server is important for gaining allies or a following. If you want griefers or spawn killers on your side, be really nice to them. Most of them are notoriously good at PvP from practice, and giving them a reason to be on your side through making sure they never have to worry about starving or being hunted by others is a good way to avoid alienating them. Ironically, this may be the most effective way to make allies with random people, giving them full access to all of your resources and your considerable efforts to be hospitable will generally remove any want to take your items. (As always, this may backfire). If a server has an online dynamic map or if the Rei's Minimap mod is allowed (most likely), USE THEM. Rei's Minimap helps you understand what structures are ahead of you, and Online maps show everything and also show locations of players. Forgo any advantage you can get your hands on. Whether it'd be a Drop Party or an organized PvP match, participate in server events and you'll be known by most members in the server. This means people will have second thoughts of attempting to kill you. This one is obvious. Make sure to be friendly and caring with your members. Give items randomly to the squadron. Make an Army, Navy, and Air Force if you must, but let them mingle. Give crate keys to your teammates if the server has a crate system. And make sure to not act stuck up. Listen to their opinions. If you want a Mega-Uber Skull Laser Chainsaw Castle of Death™, and your friend wants a smaller base, compromise. Let's say you're on a faction server and you have many enemies. Your base has not been found until now. Two players each holding a Sharpness V, Fire Aspect II, Knockback II sword and wearing Protection IV armor are directly outside your base setting up a TNT cannon. You should always have defenses that are innately active, such as obsidian and water to negate explosions and if available, a spawner that can funnel out mobs on command (go exploring for spawners) to distract and dangerously deter, or snow golems to break armor. If you have these, don't jump down and PvP. Wait for the spawning mobs to break their armor, or call for your faction members and allies to assist in defeating the enemy. In these cases, booby traps are good, so set up booby traps everywhere where the enemy can't find them. In fact, make some that are meant to make the enemy know about the traps but it itself is a trap. These work as warnings and signals. Use tripwires and wool under them to use as signals for example. If you're building a massive fortress near the spawn, a griefer or simply a plain idiot might run behind you and kill you, disassemble your fortress and run off with your materials. Well, the easiest method to prevent this is to build your house away from spawn and try to survive a good distance away from spawn. It is usually a good idea to use a home-setting command around this area where you wish to live, as if it is a long way away from spawn and you die, it's a long walk, or mad chase if there are spawnkillers with diamond armor and enchanted diamond swords. Using the /home command if you used /sethome cuts the time getting to your safe zone drastically, usually having the spawnkillers and griefers be dazzled in confusion. The best way to keep your most precious valuables is to put them in an ender chest. Then put a chest in your house with basic invaluable items in it (with a few valuables mixed in to help fool them), and bury a chest with 8 obsidian, an eye of ender, a crafting table, and other less semi-valued objects in it a short way away from your house. Even if your entire house is a crater and the ender chest you placed is destroyed, the chest you buried will still be safe, and you can craft an Ender chest with what is in it to access all your valuable items and loot in there, as well as the loot in your actual chest. Getting started on a server The following is a step-by-step tutorial on how to survive while being new to a PvP server. Follow in this order: Tip: You must have a fallback in your base in the case of hard times. This means: A lot of times in single player survival Minecraft, you are going to need something. In factions, you are going to need it a lot more because you are competing with other people for it. Some ways to get it faster: Despite lag making people randomly visually act, cause injury because of damage just showing up, and crash the server, it may still be useful instead of a nuisance if you know how to control it to your advantage. Whenever you hit someone under the effects of a lag spike, there is a chance that they won't be hurt and can escape. You can use this time to run when a lag spike comes, therefore you may escape if necessary. Keep in mind, lag also delays redstone machinery, meaning if there's a staircase that only activates when you're on a pressure plate, you can get up easier. There is that one case of being left for green. This means that your squad disbanded, you are out, all alone with maybe a few enemies a kilometer or two behind you looking for you, and you're starving. Be independent. What if nobody is there stupid to help you? What if your leader takes all the valuables and leaves their troops out to die? You must gather resources, get help of any kind, whether it be a lone man just with a stone toolkit or a juggernaut in Protection IV armor, and you must be careful and start your own faction. Tip: Since anyone can be bought…eventually, keep your own secret, hidden, well guarded bases. Never tell anyone about it. It is for you and only you. Be smart with what you learned. Many people know how to make traps. That is good on one hand, but on another, they might not know how to use their knowledge to their advantage. Combine traps and improvise offline. Think first before charging ahead to do something. Think first of the necessities, which are supplies, and deal with the secondary needs after. If you stand no chance, save what you can save and run. If you're nearly killed, and have no hope of victory, run. And don't let yourself be lured into 1-on-1 PvP unless you can win. Use your mind over your in-game muscles. Most important is to use your environment wisely. For example: if you're in a jungle biome, run into the trees and attack your enemies! If you're in a big NPC-village with iron golems: make your foe hit the Iron Golem, then run off and snipe the foe! If you're on a small island in an ocean biome: get a boat, sail a little away, and use your bow to take down that diamond-armor juggernaut! While in the Nether, surprise the enemy with a bed and kill them with the explosion! While in The End, spleef your enemy into the void for a sure victory! It will all be yours if you succeed! Your sword might be a strong weapon, but your bow is even stronger if you use your mind. Also, don't be scared to use potions: they can give you a great advantage over your non-potion using enemies. In other words, take into account all your advantages, all their advantages, and weigh the options. Sometimes, you need to guess and check. The most important ones are your advantages or disadvantages in: Be aware of your surroundings, even when playing casually, to avoid being ambushed. Let's say that your base is in the sky with a public chest containing some equipment. Then, all of a sudden, you come down with one teammate and realize that the base is being raided! In the chest, you find some string and cobblestone. The enemies are in iron armor. Now, if the raider's armor was not enchanted, then you're in luck. A stone sword against iron armor with no buffs deals a full heart of damage. A fully charged bow does about as much damage as a diamond sword. Even if you have no armor, you still somewhat stand a chance against those two since it's you and your teammate fighting them. You do not need to be the same size as long as you can beat them. If you and your teammate are strategic, let's say they stick together, and your enemy doesn't, then you are almost guaranteed to kill them, that is if both of you have at least stone swords and they are alone with an iron sword and full iron armor. If you got lucky enough to mine a diamond sword, bring that out too: if you can, enchant with even just Sharpness I, which will do about 5HP hearts every hit. If you somehow have gotten a Strength II potion, maybe by buying it on a server, then DRINK IT! It will multiply your damage by 3.6, so that 5HP, if you make that a critical hit (by falling when attacking) (will do 7HP hearts) WITH Strength II, then you just might have killed your opponent in one or two hits. You may be thinking that people who have lost so much that their anger is uncontrollable are going to go psycho to win and when people come with supreme equipment you should be scared out of your wits, since that "causes" adrenaline. No! Anger and fear are both factors to defeat. When either happens, whether it be an attempt to kill a player who has diamond armor with your fists or combat logging just because you are so scared that you have to go to the bathroom of fear of peeing in your pants, you will most likely forget all the tips you have learned until you get back to your senses. Avoid that. Now, you must stay calm. Run for cover, and don't stop to watch the deaths of your teammates. If you have one, drink a Potion of Swiftness (the second tier is highly recommended), and keep running. Do not turn back, do not look back, do think of what's back there, and do not stop. Just keep running until you reach safety, whether it be allied or peaceful territory, or a secret place. Don't stop. Stay sharp. Remember what's been said about not trusting anyone? Your turn to chip in to take a stab at backstabbing. Create peaceful factions for your team. Their only purpose is to earn supplies while being impossible to touch. If two players in diamond with enchantments come and raid your base, and you're 4 people in iron, and only you have a full set of diamond equipment, do not bring it out! It is obvious you don't stand much chance as you are overpowered. You do, however, need to keep potions of Strength and Speed at a minimum. Also, keep flint and steel, along with fire aspect swords and bows, along with you. And if you find generation errors that create gateways to the Void, use them. Don't forget to keep your dispensers loaded and ready to fire with arrows, damage splash potions, and fire charges. The reason why this equipment and these traps can beat people in diamond is because they go right through their armor. Nothing, not even diamond armor, can resist their effects (except for arrows. Fire, potion effects and Void damage are the only lethal things unaffected no matter what kind of armor.). Also, a potion of invisibility will mean no one will know where you are attacking from! Remember the gift of decoys. Say you have nothing at all and you were just a player that started in a faction war faction. Use your expendable condition. Say there is a hall of traps designed by a redstone scientist. Throw yourself at the traps, run like a madman, break those hidden redstone clocks, and just kill your player on those lethal traps so your faction can zip in and break a hole in their obsidian shield. To victory! On some servers, the PvP can take place in real life, as well. If you have many friends who play Minecraft, you can call them to join your (allied) faction, which will make strength in numbers. If one of your friends is good at persuading or knows a lot about strategy, that's even better! Also, if you know your in-game enemy well in real life, you can somehow reduce the time they can play or have a talk with them, so they may have a change of heart. No matter how your opponent fights, they are bound to have some kind of weakness. Wastefully attacking where they are well defended won't work, and you will usually have to change your plan accordingly. Is he not using a shield? Abuse yours extra hard by blocking all their hits. Debuffing you with splash potions? Chug some milk. Shielding your arrows and tridents? Whip out the Piercing enchantment. Not even the heavily-geared Netherite player is invincible: you can bypass their armor with splash potions and tipped arrows. This also brings to the next point: Just as you adapt to your opponent's tactics, your opponent will adapt to your tactics. If you see your opponent change their actions, think about why he is doing that. Don't rashly play into their hands. If your opponent just placed blocks to stop you from shooting them, stop shooting them and attack up close. Just as your opponent counters your actions, you need to counter their actions. Your plan of bypassing their Protection IV Netherite Armor with tipped arrows may be a sound plan, but if he starts holding down their shield, you'll have to change. If you, say, start shooting with your Piercing Crossbow then you're golden. As long as you are devising and implementing counters to your opponent's counterplay, then until your opponent figures out what to do in response, you have the advantage and you should press it. The longer one plays reactively rather than proactively, the more of a disadvantage they are at. It is said above regarding running in traps (refer to "Diamonds aren't the key to victory") being a tactic that will fool the enemy, this makes it a rather effective attack. Always use psychology as a weapon! When running into a row of tripwires, the enemy might find it as a suicide attempt and not as a double trap, although not likely since most people will tend to just chase you. However, if you have a circuit that makes it so that the first time somebody runs through it, there is a chance your enemy may think that it's a dud or just a scare for the raiders. Once they step over it, though, the trap activates. This makes it useful since it can make the enemy think you are intending to run away when you're instead luring them into a death trap. If you have any type of invisibility potion or maybe you are just good at not being noticed, you can easily lure the enemy away from your actual position, then jump-attack them when they are least expecting it. This can be the key to a neck-and-neck battle, where your enemy's equipment is as good as yours. Gallery See also Tutorial:Traps References Notes Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Observer] | [TOKENS: 677] |
Observer Yes Yes (64) 3 3 No No No No 11 STONE An observer is a block that emits a quick redstone pulse from its back whenever its "face" detects that the block, fluid, or air directly in front of it has changed. Contents Obtaining An observer requires a pickaxe to be mined. When mined without a pickaxe, it drops nothing. Usage An observer is placed similarly to a piston. It observes the block that it is placed against. The texture of the detecting side is that of an observing face. As observers can detect the state of other observers, placing two adjacent observers, each watching the other, can make a fast and compact redstone clock. They send out a redstone pulse. In Java Edition, an observer detects shape updates coming from the block it's facing. This can involve changes in block states (like crops growing, for example), or the breaking or placing of a block. This makes observers differ from block update detectors in terms of what they can detect.[JE only] In Bedrock Edition, an observer acts as a block update detector and detects anything that causes a block update. The causes and propagation of block updates are different between Java Edition and Bedrock Edition. As a result, each can detect some kinds of changes that the other cannot. See the table below for a comparison. When it detects something, the observer emits a redstone pulse of strong power at signal strength 15 for 2 game ticks. The pulse can power redstone dust, a redstone comparator, a redstone repeater, or any mechanism component located at its opposite end. In Java Edition, the pulse is emitted with a delay of 2 game ticks. In Bedrock Edition, it is delayed by 2 game ticks as well, but it's sometimes delayed by 4 or 6 game ticks due to MCPE-15793, a bug causing redstone delays to be incorrect when components are activated by world changes (which, in the case of the observer in Bedrock Edition, is the only way it can be activated), as opposed to pure redstone components ticking. Its timing can also be incorrect due to MCPE-73342. Observers also emit a pulse after getting moved by pistons: this enables them to be used in flying machines. In Java Edition, however, moving an observer that is currently emitting a redstone signal will cause it to turn off instead. Because observers in Java Edition react to shape updates, they can detect some changes that a block update detector (BUD) would be unresponsive to, as opposed to Bedrock Edition where observers detect the exact same updates that any other BUD would detect. Observers are visually opaque and non-conductive: they block light and allow mob spawning on top, do not cut off redstone wire, and cannot conduct redstone power. In Java Edition, they also allow opening chests below and prevent redstone wire placed on it from transmitting a signal downward. The observer can be placed under note blocks to produce bass drum sounds. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Videos History Issues Issues relating to "Observer" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Obsidian_JE3_BE2.png] | [TOKENS: 179] |
File:Obsidian JE3 BE2.png Summary Render of an Obsidian block. Licensing Revisions This file represents the Obsidian block as it was at a particular point in the game. It should be used in areas such as history sections where the file should not change to match the latest version of the game. Do not overwrite it with changes made in later versions of the game, instead upload it as a separate file and add it to the table below. For areas which should always show the latest version, use the redirect (File:Obsidian.png), which should be updated to point to the latest revision. File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 66 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Commands/tptobiome] | [TOKENS: 96] |
/tptobiome /tpb 1 Cheat only Displays the coordinates of the nearest biome specified and teleports players to it. Contents Syntax /tptobiome <victim: target> <biome: biomes> /tpb <victim: target> <biome: biomes> Arguments victim: player: CommandSelector<Player> Specifies the player(s) to be teleported. biome: biomes: Enum The biome to teleport to. Result History Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Tutorial:PvP_(Java_Edition)#Spear_PvP] | [TOKENS: 15918] |
Tutorial:PvP (Java Edition) PvP, an abbreviation of player versus player, refers to multiplayer combat in Minecraft where players fight other players. This guide covers Java Edition PvP in the most modern versions of vanilla Minecraft. For other version-dependent PvP environments, see PvP. Contents PvP terms PvP kit types A kit in PvP is a pre-determined loadout of items. Kits function as PvP gamemodes, and require different skillsets from one another. The following list includes kits that are officially recognised by servers and tier testing, and are thus commonly practiced: PvP equipment A combatant's equipment is an important factor in PvP, as it determines survivability, damage output, and versatility. Having good gear does not guarantee success, as skill is far more impactful in the modern combat system. Becoming familiar with the usecases, strengths, and weaknesses different equipment is an important aspect of PvP. Swords are the best weapon for doing combos, as well as for breaking out of an opponent's combo, due to their high attack speed. While they also have the special ability to do sweep attacks, this is only useful when fighting an opponent's wolves. When all four melee weapons have maxed out enchantments, swords have the highest DPS and the third-highest damage per hit. Axes are essential for their ability to stun shields, and are the second-best weapon for dealing high-damage single hits. When all four melee weapons have maxed out enchantments, axes have the second-highest DPS and the second-highest damage per hit. Tridents can be thrown as a projectile or used to escape threats using the Riptide enchantment. When all four melee weapons have maxed out enchantments, tridents have the lowest DPS and the lowest damage per hit. When all three ranged weapons have maxed out enchantments, tridents are tied with crossbows for the fastest charge time, and have the lowest damage per hit. Maces have the ability to deal devastating smash attacks after falling, and are the best weapon for dealing high-damage single hits due to the Breach enchantment. When all four melee weapons have maxed out enchantments, maces have the third-highest DPS and the highest damage per hit, even without doing smash attacks. Bows are the best ranged weapon for dealing damage, and can also be used to quickly spam uncharged arrows to deal chip damage. They are also the only ranged weapon with access to the Flame enchantment, and are thus essential in Cart PvP for activating TNT minecarts. The Punch enchantment greatly helps with bow spamming, as it increases knockback, making it harder for the enemy to reach the player. When all three ranged weapons have maxed out enchantments, bows have the slowest charge time, the highest damage per hit, and the second-highest DPS. Crossbows are the best ranged weapon for spreading tipped arrow effects, and for the utility of having an instantaneous long-ranged shot that can be used at any time, so long as they have been charged in advance. When all three ranged weapons have maxed out enchantments, crossbows are tied with tridents for the fastest charge time, have the second-highest damage per hit (by use of 7 star firework rockets), and have the highest DPS (Quick Charge III with 7 star firework rockets). Armor is essential to have for PvP, as failure to equip any armor will result in near-instant death. Different armor material types have differing amounts of armor points, armor toughness, and durability. The armor material types with zero armor toughness are extremely frail, and thus require high levels of Protection to be useful. Shields are an essential defensive tool, as they block 100% of melee, ranged, and explosive damage when active, and block in a 180° arc in front of the user. When using a shield, there is a 250ms delay, ping not accounted for, before the shield becomes active. Shields that are in the active state will become stunned for 5 seconds if hit by an axe, regardless of the axe's attack cooldown percentage. The durability loss a shield endures is dependent on the strength of the blocked attack, with attacks dealing 3HP or more taking durability damage equal to the strength of the attack rounded up. They have 336 durability. A combatant should make sure they have a full hunger and saturation. Reaching 20 ( × 10) hunger after eating food causes health to quickly regenerate at the cost of saturation. Health also passively regenerates slowly when hunger is at 16 ( × 8) or above, and stops when below that amount. Additionally, if hunger dips below 6 (), sprinting becomes disabled. The best food types are those that have provide high saturation when consumed. Golden carrots, steak, and porkchops are the food sources with the highest saturation that are still able to stack to 64. Golden apples and enchanted golden apples directly provide Regeneration and Absorption alongside having good saturation, making them the best food types. Blocks are useful for obstructing attackers and making escapes. They are especially useful in tight spaces like tunnels for blocking off a pursuer. They can also be used to pillar up to safety in a fight, at the cost of becoming vulnerable to being knocked off by projectiles. Some blocks have unique properties, such as high blast resistance, flammability, or being openable. Openable blocks such as chests or barrels can be used to counter cobweb or lava users by having them open the block when they try to place cobwebs or lava. Potions apply a variety of useful effects. These effects can strengthen allies and harm enemies when thrown as splash potions. In addition, lingering potions allow for a larger potion radius, but do not deal their effects on impact, and are expensive to brew. Drinking a regular potion takes time and leaves the user open, while splash potions can be used in quick succession. In the middle of a fight, it is most practical to splash them at the user's feet, especially when using splash potions of healing. Lingering potions are useful for either making an area inaccessible for a while or allowing everyone in a team to heal together. Using negative splash potions and lingering potions as throwable projectiles is not advised, as the throwing distance is short and each projectile takes up an entire inventory slot; tipped arrows are optimal for this instead. Ender pearls can be used to escape opponents, allowing the user to heal, or to pursue a fleeing opponent. Ender pearls inflict damage to the user when landing, damage that can be reduced by Protection and Feather Falling. Ender pearls can be used to scale walls, done by placing a block below one's self upon landing into the wall. A ender pearl stasis chamber can be used to teleport out of a dangerous situation if activated remotely. Water buckets can be used to obstruct opponents, buying more time to escape by slowing them down. It can also be used to avoid taking fall damage, destroy cobwebs, put out fires, and travel up walls. Lava buckets can be used to damage and slow opponents, as well as to create small barricades. The Protection enchantment greatly reduces the effectiveness of lava as a damage option, making lava buckets more practical for low-power fights. Redstone can be used to create traps and TNT cannons. Building a trap in a strategic location and luring the opponent into it can be an easy way to win a fight. However, constructing traps or TNT cannons using redstone in the middle of a fight is highly impractical, and thus traps and cannons that are easier to build and do not use redstone are preferred. End crystals can be placed on obsidian or bedrock, and when punched cause an instant powerful explosion. They can also be placed and exploded rapidly, but in order to do full damage and knockback on an opponent, the user must first knock the opponent up near the end crystal, or place the obsidian and crystal as the opponent is midair, for maximum effectiveness. As long as the user is at least 1 block below the exploding end crystals, the user takes little damage from the explosions. Respawn anchors when given a piece of glowstone can be right clicked on for an instant powerful explosion. Unlike end crystals, respawn anchors do not require a block for them to be placed, allowing them to be placed right at an opponent's feet without having to hit them up. However, respawn anchors cannot be activated in rapid succession and cannot be used in the Nether, unlike end crystals. Respawn anchors also pose a higher threat to the player using them than end crystals do, and thus it is recommended to place a block between the user and the respawn anchor before activating it. Beds are the Nether counterpart to respawn anchors, and have the benefit of not requiring a fuel source to activate. TNT can be used to build traps or deter opponents from approaching or chasing. TNT can also be used in specific formations to launch other TNT towards opponents. TNT minecarts can be used offensively in a similar way to respawn anchors, and are activated instantly with a bow enchanted with Flame. The damage of a tnt minecart explosion is influenced by the velocity of the Flame arrow that activated it. Flint and steel can be used to alter the battlefield by setting surfaces on fire. Due to the Protection enchantment, fire damage is largely negligible and is instead useful for the movement disruption inflicted by it. The screen effect incurred from being on fire also obstructs a player's field of view, however this can be circumvented by use of a low-fire resource pack. Fire charges are identical to flint and steel when used as an item, but can also be fired by dispensers. Flint and steel has only 64 durability, and is therefore used up in the same time as a stack of fire charges. However, flint and steel when enchanted with Unbreaking becomes the superior option. Cobwebs slow any player caught in them to a crawl, trapping them and make them easy targets. Ender pearls are the best way to escape from cobwebs, and water buckets can also be used to destroy them. They can also be destroyed with a sword, however being inside a cobweb whilst not being grounded causes mining speed to decrease dramatically, making this a poor escape option. Cobwebs can also be placed on one's self to act as a barricade against attacks, so long as no part of the player is exposed. When held in the offhand, totems protect the player from a lethal hit (except from the void), and grant them temporary Regeneration, Fire Resistance, and Absorption. Totems can be quickly re-equipped by hovering over one in the inventory and pressing the F key to replenish the offhand, or using hotkeys/Shift+Right Click (not rebindable) to replenish the mainhand. A totems of undying only returns your health to 10 at the moment of use, and wipes potion effects. The severity of the screen obstruction that occurs when a totem activates can be reduced with a resource pack. Mining tools allow for modifying the terrain, tunneling away, and destroying defenses. They are most useful when enchanted with Efficiency, as this increases their mining speed. Shears also disarm tripwire traps without triggering them. The elytra can be used to travel long distances at high speed, surprise attack enemies, make quick escapes, and become difficult to hit. Wearing elytra dramatically reduces damage reduction due to taking up the chestplate slot. Having Mending on the elytra, as well as a supply of experience bottles, is recommended for sustained use. Elytra can be used in tandem with a mace to deal smash attacks with better precision and safety, however the elytra must be unequipped the moment the smash attack is dealt for the smash attack to activate. Fireworks can be used to boost with an elytra. Fireworks made with firework stars can be fired as explosive projectiles using a crossbow, with higher star counts resulting in higher explosion damage. Horses can be used to travel around the map quicker, as well as to reach high places using their high jumping. While getting hit on a horse prevents knockback to the rider, horses are not recommended for direct combat. This is because horses have a random chance to be stunned when taking damage, making themselves and their rider vulnerable. They are also quickly killed by attacking players, and are outclassed by elytra for travel. When using a horse, having a supply of hay bales to heal it is recommended. Tamed wolves will aid the player in combat by targeting the last entity that was hit, or the last entity that hit their owner. Meat food types can be used to heal wolves and cause them to breed, making more wolves. Equipping a wolf with wolf armor is highly recommended, as failure to equip wolves with armor causes them to die quickly to attacking players. When using wolves, having a supply of armadillo scutes to repair their armor is recommended. Due to the way wolves jump when attacking targets, they often miss their attacks. This in combination with their low movement speed, damage output, and health pools causes wolves to be poor allies in combat, requiring a large army with status effects for wolves to be useful. Enchantments for PvP Power increases damage dealt by 50% for the first level, and by 25% for each subsequent level. This results in Power V giving a total damage increase of 150%. Breach decreases the effectiveness of a target's armor by 15% per level. This results in Breach IV giving a total armor effectiveness decrease of -60%. Density is a must-have in kits revolving around repeatedly chaining mace smash attacks. However, for kits that do not offer wind charges or an elytra, Density is completely outclassed by Breach. Flame sets the target on fire for 5 seconds per level. This results in Flame I inflicting 5 seconds of burning, dealing 1HP each second for a total of 5HP over time. Burning damage does not take effect when the target is already taking damage from other sources, such as melee/ranged attacks or explosions. Punch increases the amount of horizontal knockback inflicted on the target by 3 blocks per level. This results in Punch II dealing 8.792 blocks of knockback. Knockback is not a recommended enchantment for the majority of PvP kits. The enchantment makes it more difficult to combo in PvP that doesn't have netherite armor, and makes it easier for your opponent to back out of combos even in PvP that does have netherite armor. The Knockback enchantment's only usecases are in Crystal PvP, where Knockback I is used to knock opponents into end crystal explosions when spam clicking, or in netherite SMP PvP, where Knockback 1 can be used to combo more effectively at the cost of combos being easier to back out of. Protection is required in all forms of PvP, as armor without any Protection enchantments is incredibly frail. Having a piece of Blast Protection armor is required in Crystal PvP and Cart PvP, as not having any Blast Protection results in instant death to two crystal explosions even with a totem of undying equipped. Having more than one piece of Blast Protection armor is not recommended, as having only two pieces of Protection armor will result in dying quickly to Strength II-boosted melee weapons. Projectile Protection increases projectile damage resistance 8% per level. This results in a Projectile Protection IV armor piece giving a total projectile damage resistance increase of 32%. Both Fire Protection and Projectile Protection have no usecases for PvP. This is because sacrificing Protection for one of the two is never worth it, regardless of the type of PvP kit. Feather Falling is not mutually exclusive with any other enchantments, so it is always worth having. Thorns is not a recommended enchantment for PvP, as the damage of thorns becomes inconsequential against the Protection enchantment, while still massively harming the sustainability of your armor. In addition to this, when Thorns inflicts damage on the opponent, it will grant them knockback immunity for 0.5 seconds, as all indirect damage sources do, which disrupts combos. Bows are virtually never at risk of breaking in a PvP fight, so Infinity is always preferred over Mending in a PvP environment. Unbreaking is essential to have on armor, as armor durability is a key factor in high-power gear PvP. Excluding shields, it is not as important to have Unbreaking on other items, as they are very unlikely to break from full durability in a PvP fight. Mending, like Unbreaking, is essential to have on armor, as armor durability is a key factor in high-power gear PvP. It is important to omit having Mending on equipment other than armor in a PvP fight, as repairing armor using bottle o' enchanting must take priority over repairing other equipment. Loyalty is not a recommended enchantment for PvP. This is because tridents are poor weapons for damage-dealing, leading to the utility of Riptide being far more useful. Riptide is the main reason to use a trident in PvP, as tridents are poor damage-dealers, resulting in the utility of Riptide being their best usecase. Curse of Vanishing can be useful for preventing opponents from collecting your gear in a team-based PvP fight. Quick Charge is an essential enchantment for crossbows, as it drastically increases their DPS and rate of spreading tipped arrow effects. Spamming arrows with a Quick Charge III crossbow is a viable strategy, as it will repeatedly damage an opponent's armor and make it difficult for them to approach. Piercing is most useful in low-power PvP kits, as the utility of letting a crossbow ignore a shield is very helpful. Piercing also acts as a pseudo-Infinity enchantment that works with tipped arrows, however the arrows have to be picked up again manually. Piercing becomes less useful as gear becomes more powerful, as Multishot begins overshadowing it for the utility of spreading tipped arrow effects when the crossbow itself stops dealing meaningful damage. Multishot is incredibly useful in high-power gear kits for the utility of spreading tipped arrow effects. It also by nature makes it easier to land arrow shots, and drastically increases the effective coverage of shot firework rockets. Status effects for PvP PvP settings It's important to determine the best settings for you. Settings don't improve your fighting skill, rather they make your fights more comfortable. It is discouraged to constantly change your settings to try to find the "perfect" setting that will "magically make you the best". Get settings that don't limit your gameplay and get skilled with them. Having more FPS is incredibly important if you have a low-end system. Tone down most of your graphics, such as setting it to "Fast", turning down your render distance, and turning your FPS cap to unlimited are some examples that can somewhat improve your FPS. Additionally, you can also turn off particle settings as some particles are too obstructive such as the crit particles and totem particles, but this also means you need to listen to your sounds more carefully due to lack of a visual sign that is usually seen in these things. Next are your controls. First, modifying your keybinds is totally up to you. Using the default 1-9 isn't recommended, as the numbers past 4 or 5 are inconvenient to reach. Although using the scroll wheel in your mouse can be helpful, keybinds are faster and more accurate than using the scroll wheel if you become good with your keybinds. Your mouse sensitivity is also dependent on each player and choosing one that you're comfortable with is essential with getting better aim. With a high sensitivity, your crosshair would start becoming shaky and you won't accurately track your opponent as your mouse is too fast, while if your sensitivity is too low, your rotation is too slow, thus you won't be able to track your opponent that moves too much and too fast. Other settings to change are turning Auto-jump to off and turning your sprint to "Toggle". An ideal FOV is any FOV above 80-85, letting you see enough so that enemies can't strafe behind you easily but not making opponents too small if they are at the edge of your reach. Its best to turn off FOV effects as well as Damage Tilt completely, as they cause your screen to warp and shake during fights that makes aiming much harder. Resource packs are optional but sometimes they make your PvP experience more comfortable. Some vanilla textures in the game obstruct your vision too much, such as food, explosion particles, swords, fire, and offhand items, so texture packs reducing the size of those are definitely recommended. While resource packs that function while minimally modifying the vanilla aesthetic are called overlays, one may opt for a resource pack with cosmetic changes, too. Mods are also important and some of these are tailored for PvP combat. Sodium and FPS-increasing mods are incredibly essential and PvP clients like Lunar, Badlion and Feather feature modules that significantly help in combat. PvP locations The location where PvP takes place affects general gameplay and can affect strategies. This is when two players fight in the naturally generated terrain of Minecraft. In this type of fight, players decide on a designated area or may be unexpectedly attacked (underground, caves, cliffs, or strongholds). One can also add custom features into the natural terrain, normally player-built structures. This is PvP that takes place in a unique area or challenge map. Players that are friends may decide to create or use a challenge map that facilitates PvP. The players may choose to divide themselves into multiple groups, enjoy a free-for-all, or any other distribution of players that fight among one another. Players may prefer to build an arena for the sake of organization or aesthetics. A hazard is any area that's dangerous or disadvantageous to be. Most likely its a lava pool, ravine opening, or for a particularly experienced player, even just a wall that's easy to headweb against. In any case, both players want to stay away from it and force the other player into it. When playing around a hazard, strafe around your opponent constantly and stay low to the ground, letting you move more effectively to put them in between you and the hazard. Whether you're successful or not, you'll need to push your opponent back and gain ground. To do this, disable their shield and don't let yours be disabled, at all costs. Use techniques like Shoving to advance forwards consistently without taking much knockback or Uppercutting to gain lots of ground very quickly. If your opponent crits you, Sidesweeps are a viable option (only if you're losing) to run around behind them and flip the scenario on them. PvP context It is important to note the context in which PvP takes place. Friendly PvP is when two or more players agree to PvP for friendly practice and training only. Friendly PvP is great to play on LAN. It is the least hostile option for PvP as it: In organized PvP, players agree on the circumstances of their fight, and then battle. The victor may be agreed to receive anything, from diamonds and emeralds to proven superiority to nothing at all. This type of PvP can be highly competitive and players may need an impartial judge to moderate. This is when someone surprise attacks you without warning, and is mainly common in SMP PvP. If you have better equipment than your attacker, you will likely be able to kill them. At this point, there is no better time to give it your all. Utilize anything and everything at your disposal to destroy your opponent — any method that Minecraft provides, you should exploit. (Combat-logging, hacking, and other out-of-game methods are unacceptable except on select servers.) Always carry extras. You never want to be stuck in battle without a weapon. Therefore, extensive measures must be taken to ensure that equipment can be readily replaced in a fight, such as enchantments, extras, and consistent resupplying. Press any advantages you can, and consider fleeing if you don't think you can win. There's little point in being honorable, and more point to staying alive. Make sure to understand your disadvantage if you are attacked unexpectedly. Your opponent likely has applied potion effects or eaten golden apples in advance, giving them saturation and absorption. To stand a chance against them, you'll need to do the same. Keeping combat healing items, ender pearls or potions on you as well as in your hotbar can save you in those situations. In this type, 2 players spawn in a set map with an arranged set of equipment, thus the name of PvP. Practicing kits are important in learning the basics of PvP. And the kits can also be customizable depending on the server. Minigames are typically played on dedicated minigame servers. Some popular ones include Bedwars (where each player/team has a bed that allows them to respawn if it is undestroyed), and Capture the Flag (where each team tries to steal a banner/wool from the other team). Many other variations of these games, and some more niche minigames, also exist. Each minigame will typically have its own set of rules, as well as a shop or class system (although this is not true for all minigames). To gain experience in this kind of PvP, it is recommended to try different kinds of minigames, and find one/some that you enjoy. Minigames are technically a form of Organized PvP, but are normally on a dedicated server. Melee fundamentals The majority of PvP is melee based combat: using your sword, axe and shield to damage your opponent directly. Swords and axes are the strongest and most damaging non-crystal PvP weapons in the game, apart from maces which are typically restricted to their own gamemode. Choosing your offhand item is an important decision, with the most popular choices being a shield, totem of undying, or food. There are two main avenues and essential concepts for attacking: sprint-knockback attacks and critical hits. There are many techniques and maneuvers you can use in PvP to give yourself a large advantage. This is the next step in complexity in PvP up from just critting and shielding. These are some more complicated and high level techniques. Many of them build off of other techniques and are more useful against better players, used to counter other more basic techniques. Shield fundamentals Shields protect all damage and knockback infront of the user when active, aside from arrows from Piercing crossbows. Shields have 250ms delay between being raised and being active. They are disabled for 5 second when hit by an axe, regardless of the axe's attack cooldown charge. Disabling the opponent's shield is a huge part of SMP kit, giving a 5 second window where they aren't able to protect themselves effectively. To disable a shield, hotkey to your axe and spam click 2-3 times, then immediately swap back to sword. Later in this section are some special ways to disable your opponent's shield to give you an advantage. Don't wait to charge the attacks: axes are inefficient at dealing damage. You can attempt to disable either when you see them put up shield, which requires fast reactions and good hotkeying, or by predicting when they will shield. While fighting, try to watch their shield patterns and learn them so you can predict them in advance. In addition, most players will shield with the following patterns: Be careful when your shield gets disabled. Did you shield in a predictable pattern? They might have learned that pattern. Be careful before repeating it. Once you disable their shield, you have a 5 second window where they cannot block any hits. To take advantage of this, you can use 2 different follow ups. When your own shield is disabled, you are very vulnerable to crit or combo follow ups. By far one of the most effective ways to play while your shield is disabled is KB hit trading. Back away and try to bait your opponent. Trade KB hits with them, holding S after each hit to get too far away from your opponent to be comboed. This is a very slow playstyle and your shield will come back up soon. The reason it works so well is that if your opponent attempts to block your hit with their shield, you can easily either disable it or back away from their hit before they lower their shield, rendering their shield advantage useless. Another trick you can use when your shield is disabled is literally to pearl out and heal. If you can safely get the pearl off, you might avoid a very costly encounter. It might seem sort of hacky or cringe, since you're just running away whenever you're at a disadvantage, but your opponent can't do anything besides cry about it. Don't do this if you are going to get crit out while the pearl is in the air. Here are some shield related techniques you can use. Some of these are very difficult to perform, and some of them delightfully simple, but they can give you a significant edge in getting more effectiveness out of your shield. Ranged fundamentals Bows and crossbows can be used to attack and snipe at a safe distance. Learning how to use bows and crossbows effectively is an important aspect of PvP. There are various styles to shooting such as jump shooting, aiming upward and strafing to the right/left, spamming uncharged shots (bow only). Strafing from left to right when shooting is the optimal way to shoot from mid-range, as it can help you avoid an opponent's shots. To hit a moving target, lead the arrow ahead of them some blocks depending on their distance and ping. Sniping is attempting to hit targets at long range with a bow or crossbow. Done well, sniping can deplete a weak target's health or knock them off a cliff. This tactic by itself can be ineffective if not followed up with melee combat, as shields and healing are certain counters to the exclusive use of bows and crossbows. However as a method to drain your opponent of resources, such as armor durability and food, sniping them can make a difference. At further distances, the level of precision needed to have a good hit rate increases, and the innate randomness value of arrow shots becomes a problem. An 8-degree pitch shot with a bow will hit a target between 47 and 52 meters out, and a 37-degree angle can put shots out to around 120 meters. The pitch of your shot can be viewed using the F3 screen. Generally, aim 1 degree up for every 4 blocks away your target is assuming they're at level ground with you (Pitch = (distance - 18)/4), compensating for their movement appropriately. For example, to hit a target 50 meters away, aim up by 8 degrees. 62 meters away, aim up by 11 degrees. 74 meters away, 14 degrees. If a player is higher than the user, a simple way of compensating is to look them in the face and set that as your zero. This works for relatively flat shots that aren't at an enormous range. If a player is 9 degrees up from the user and appears to be around 60 meters away, a 19.5 degrees pitch is a good approximation of where to aim. Sniping is a skill that becomes feel-based at higher distances, making practice essential. General fundamentals Longer term, overall strategy during fights to make the most out of your PvP skills. This section will detail how to heal yourself properly, win fights when outnumbered, heal your armor, and use your utility items properly. You can heal faster by having high saturation, or by consuming a healing item like a golden apple or a potion of Healing. Foods with high saturation such as golden carrots are preferred as more saturation translates to a longer period of faster healing. Since healing by eating normally takes some time and slows you down you want to do it while sprint jumping away if you can't ender pearl, preferrable after separating from your opponent as well as possible. KB hits, cobwebs, and blocks can all help you get away. If your opponent is healing, make the most of that time. Crit them out to drain them of resources if they are close. If they aren't close enough for you to reach this, do something else such as healing or refilling your hotbar. Just running at your opponent doesn't help you. Its also common for players to KB hit their opponent on the last hit while their opponent is healing. This sets their opponent up for a combo when they finish eating. When you meet with multiple people that have the intent on killing you, the best option is of course run or negotiate for peace. If that's not an option though, you'll need to figure something else out. Utilities are your backup weapons in a fight. The most effective way to use utilities is to have just a couple in your hotbar and become quick and experienced with using them so you can constantly bombard your opponent with effective secondary attacks. In various kits, players are given stacks of bottle o' enchanting to repair their Mending armor. Without proper XP usage, you will waste a significant portion of your XP and your armor will break earlier. Before repairing, make sure to back off way before your armor breaks (preferably when your helmet/boots dips to below 70 durability). Use XP bottles to heal your armor if it gets low. If your shield has mending, all the XP will go to healing your shield, so take off your shield while doing this (shields don't take enough damage to fully break during a fight, normally.) XP bottles heal all your armor evenly, but your armor has different amounts of durability. Your helmet will break while your chestplate still has 1/3 durability. XP bottles only heal armor pieces that you are wearing, though. Take off everything but your helmet and heal it to 100% durability. Now put on your boots and heal them to 80%. Now take them off and heal your leggings to 75%, and then chestplate to 70% durability. Also, make sure you're not too close to your enemy while repairing, since they can get free hits on you, wasting your bottles. Playstyles It's extremely important to know how to play and when. Knowing how to deal more damage than your opponent is necessary, but you have to be able to chain your manuevers and gameplay together to really press your advantages and turn a mess of hitting things into a cohesive playstyle. First we'll examine the two most basic playstyles, playing Defensively or Offensively, and how to counter those playstyles. The most common playstyle in SMPs, a defensive playstyle involves constantly keeping a little between your opponent and playing reactionarily. You will be playing slow and winning by Armor Drain, steadily but surely. This playstyle is very effective against players that seem to have good aim and fast mechanics, but have worse strategy and might be too eager to rush into things. This is how to pull it off using your kit. Defensive players need two things: they need to be able to run away from you, and they need to safely survive to drain your resources. An aggressive playstyle is constantly pushing your opponent, never allowing more than a short break. It mostly relies on being able to play faster than your opponent, making them panic or forcing them into bad decisions. You are often able to drop your opponent when they can't escape your quick damage. It requires strong mechanical skill and versatility with melee mechanics. Aggressive players want to disable your shield and catch you in a bad situation to crit you out. You're gonna need to react to all they're doing and avoid getting dropped at all costs. Minecraft ping is coded differently from other games. The two differences are that you can hit a player when you can hit them on your computer, even if your opponent and the server agree you can't yet, and your knockback is delayed by your ping. If you have 100 ping, you only start taking knockback after the 1/10 a second has passed for your computer to find out you got hit. Fighting Ping: Any opponent that has ping has slower reactions. Strategies like No-KB crits that require immediate counters work very well. Their shield disabling will also be very delayed: you can get away with much more aggressive shield usage. Don't try to combo against ping as much because their knockback is delayed, giving them a window to hit you. If you do, use Silly Circle Hitting or side strafes to make them miss, since laggy players often have more trouble hitting you. Low ping players should play more defensively since they can react very quickly. Using Ping: You are far harder to combo on high ping, since your knockback is literally delayed, giving you an extra window to hit your opponents. Its better to be using an aggressive playstyle. Use the Spacing Techniques detailed earlier in the guide to get in constant extra hits and pcrits before knockback takes place. It's also more difficult for you to be KB hit away, so a crit spammy playstyle is very effective (and annoying) here. PvP misconceptions The world of PvP is vast as it takes place in a sandbox game, giving players many options, and not all of them are good, despite how tempting they may seem. A great way to learn your mistakes is to watch better players play and simply try to notice what's different. Why might they be playing that way or using that item? PvP kit tips Basic tips: Advanced tips: Axe is a very strategic gamemode. Autohitting and backstabbing are of great importance. It's very common to let the opponent disable your shield, autohit them, shoot them with a crossbow to push them away, and run until their shield is back. You need a good understanding of what each player has available to them, and therefore what move they want to make. Baiting your opponent into jumping could get you a free crit, turning the tide of the round. Bowing them near the end of the round when they have no shield might finish them off. At any moment you might only have one opportunity or play to make, and your job is to find it and execute it properly. Now each SMP might have a set of standard rules when it comes to fighting, such as netherite or certain potions being illegal. Even though this is the case, the tips here can still be used on SMPs regardless of their rules. For this kit, we're going to assume that the kit contains fully enchanted netherite armor, 2 netherite swords (one is fully enchanted with Knockback I, while the other doesn't have Knockback), a fully enchanted netherite axe, 2 stacks of gapples, one totem, around 4 stacks of pearls, a fully enchanted shield, 2 stacks of XP bottles and finally copious amounts of Strength II, Speed II and some Fire Resistance (8 minutes) potions. Basic tips: Crystal PvP is using end crystals and respawn anchors to defeat your opponent. End crystals and respawn anchors are capable of one-shotting players in full Protection IV netherite armor, and so it is generally regarded as the most powerful form of PvP. Many survival servers ban or disable these items, and even on those that do, getting large quantities of crystals and anchors can be time consuming and expensive. Crystal PvP is all about being lower than your opponent and setting off your explosives so that they damage them far more than they damage you. Basic tips: Basic tips: Advanced tips: UHC is unique for a reason, that is because of a game mechanic being absent, the ability to heal naturally. This meant that you can't heal on food alone, and you'd need the regen and absorption from golden apples to heal. Aside from that, UHC has a diverse inventory of melee, ranged weapons and utilities that players can use to their advantage. Players must be fast at hotkeying, and scrollwheels won't simply cut it, since hotkeys are more accurate and faster. Second, players must know how to use each utility to their advantage, and must know when to fight defensively to drain or offensively to drop your opponent. Blocks for example, can be used not only to build/bridge up but also to put out a lava or a water source block when placed down. Its an interesting mix of the melee combat similar to SMP kit and intense mastery of usage of utility items. PvP building Factions This can be done with a Factions plugin or through other means. This is when a group attempts to irreparably exterminate members on another group and later destroy or loot all property of the said group. These can range from a surprise attack to a formal challenge of two armies, and can have up to hundreds of warriors on either side (though this is extremely rare and may cause lag). In some servers, you may be asked to pick a team without knowing who is on it. If you can't hurt them from the outside, hurt them from the inside! If possible, join your enemy faction while you are still able to. If you get into their base as a faction member, wait until the faction moderators are all offline. This is the best time to strike. Take their best valuables, then break the furnaces, chests, and burn the items with a flint & steel. If they have a water mine, block the water. If they have a staircase mine, put a lava or two at the top. Go to the "/f home" and dig a hole. Put lava in it, from the ceiling and make a wall so as soon as they "/f home" they will constantly respawn in lava. If you have spare lava, fill the place with it! Make sure that there aren't any hidden chests, and destroy the farms if no one in the faction catches on. If possible, if they don't know you griefed/raided them, wait until they repair their bases with more food/loot and restart the process! Remember to give loot to your actual team after each raid. In most, if not all faction servers, there is a plugin that allows factions to claim chunks of land. If you are raiding a base, there is a 99% chance that they have claimed their base. So how do you get in? Here's how. If you intend to explore the full tactical armory of PvP, then a helpful one and likely the first is the raid. Simply put, a raid is the theft of materials from the property of another player and killing enemy team members. Raids can have pros, such as drain the opponent's resources that could later have been used against you, and increasing your own resources. However they can also have cons, such as increasing the likelyhood of you being made a target by others. Generally, raids are worth the risk. There are three different types of faction raids: There are two objects that are absolutely necessary if you want the raid to be effective and efficient: The first is always needed since this may take some time. However, you may wonder why the list contains an enchanted diamond pick. It's because you can break almost anything fast. Without a powerful pick like this, the odds are that the owner will have mowed you down before you could even get inside their base! Therefore, you must be fast. Choosing a base is easy, and really, an unmanned base is a dead base. When a minimal amount of people are manning the base, then you can strike. Steal all goods. Remember that your point is sabotage, and so you should dispose of all you didn't steal. If you really want to damage them, clog all entry points. Don't stay around too long, though. Take a minute longer and they might be online and hunting you down, in the end you're just wasting your time. Keep in mind that faction wars are not always about combat. It's about preparations and knowledge in order to turn the tide exponentially in your favor, such as how you can slay a player in diamond armor with only iron armor and win a battle before going out to war. You can't rush into an attack, you need to plan it. There's lots of ways to get a kill without having to fairly "fight" your opponent. Now say a new enemy has come and they have Protection IV armor, with a Sharpness V sword, and an obsidian base. Attacking them would be suicidal in a fair fight (unless you have better equipment). First, send someone to scout their base while you prepare a full assault. TNT their base and ruin the defenses. This allows you to eliminate their source of power. Then, send someone to cause a diversion to distract them. They'll be chased all the way until they come back and finds the smoldering ruin that was their home. Lead them to a premade trap such as a TNT minecart bomb and detonate it as they chase you over it. No matter how geared they are, they will be killed and their base will be undefended. Always make sure every fight is strongly in your favor. Go to reasonable lengths to ensure you can attack, but they cannot retaliate, or sacrifice to gain power, such as you losing 10HP through snowballing them, but in the process breaking their diamond armor. Faction wars are not always about fighting. Although the point of a Faction War is to demolish, a clear assessment about the other side is helpful in doing so. Let's go into another scenario. Another faction is the strongest faction but is secretive, stealthy, mean, and rich. Your faction has never liked them, and in fact, hated them. But in terms of pure force, your faction is outclassed. They need you. Now, they equip you with invisibility potions, a diamond sword, a bucket of milk, a splash potion of poison and 3 of Harming, a bow with 128 arrows, and 32 pieces of pork. Throw in some Fireworks for distractions, and you're ready to go. The whole faction depends on you! Now, as a spy, don't ever alert them to your position, because even if they don't know who you are, you are someone sneaking around their base, and they will pursue. To do that, you must follow some steps. Make note of details, as intelligence is most important as it can get you get one step closer to victory. Do not forget that secrecy is required. Report back to your base once you think you have more than enough information on the enemy and that is when you can declare war. Another trick is to (if in a faction server) station your teammates nearby. (Say, a mountain bunker in the distance) That way, if you are caught and running for your life, you can send a distress signal or flares (The most obvious thing would be fireworks). One other trick is to pay attention to what you hear. Say you are in the base, and you hear someone munching on food. Avoid them as quickly as you can. If you hear a nether portal, then your team may be able to build a corresponding portal in the Nether and invade through the enemy's portal. Building a base to protect yourself from the diamond swords and the arrows? Good work! Here are some tips to help you make your base even more efficient: Bigger may not be better, as a visible structure gains visibility the larger it is, and leaves more space unguarded. On the flip side, big bases are good for large amounts of people that are working on something together, and can hold more munitions. A small base is also dangerous, because it will be easily demolished. One effective type of base is a base that is deep underground. Here enemies will take days to hunt you down, while you survive on a farm and branch mine for diamonds. Another base, meant for continuous habitation, is far above the world. Therefore enemies will be required to build up to it. Unless a prohibitively expensive defensive structure is used to get up, they can be easily pummeled with arrows, a single one of which could send them falling to their death or at least making them restart. For sky fortress builders, the most important rule is to not have any spots that are out of the fortresses' archers' line-of-sight. Try building the bottom floor in a "multiple ring" shape to do this. Also, make a disabled nether portal that will upon activation become an escape (disable it to ensure that it cannot accidentally link up to another portal). Bases in mid-air are effective during a raid, when manned, as entry is all but impossible. Again, this base type is best for continuous habitation, but it is only slightly more protected than a house on the ground if nobody is manning it. Also make sure to put cobwebs all over the bottom to stop ender pearl glitching. Every good base needs traps and defenses! First of all, we have the wall. A good wall should contain at least one obsidian or water layer to shield explosive force, and require at least one minute to mine through with an unenchanted diamond pickaxe. To further prolong base penetration, chessboard wood and cobble to force players to slowly break wood or switch from axe to pick. Traps are great defenses to surprise enemies that make it through the wall, but are generally not infallible. Note that self building walls can be useful during an attack to repair severe damage (aka the TNT equivalent of a bunker missile). However, remember that a trespasser will not simply pound at the wall forever (unless they are monotonously dedicated to it). Eventually, they will most likely climb it with blocks, or disable it by destroying the mechanism. This is one of the great secrets to PvP mastery! Trustworthy allies can be useful in many tasks, from grunt work to being the safe keeper of your gold. Be careful whom you choose for an ally, as treachery or lack of skill can easily hamper or destroy your attempts to thrive in PvP. Haste in that aspect is generally a waste. If the server you're playing on has the Factions plugin, you can create an impenetrable base with water and cheap walls. To do this, dig a hole along the border of claimed land (INSIDE your faction land, otherwise it can be blocked up or destroyed) all the way to bedrock. Next, cover your base with water, including the sides and roof, and let it flow down to bedrock. Make sure TNT cannot land anywhere in the base. There should be no blocks connecting your base to the wilderness. The water acts as a shield, making your base invulnerable to TNT, and impassable by enemies. The only way to counter this is make a sand/gravel cannon (a TNT cannon that shoots the falling gravel/sand instead). This can also be countered by a team of people using Wither. You can also bring elder guardians (if possible on the server) and bury them near the outside walls in obsidian, then build a wall of waterlogged stairs around the base. You can then cover that in another layer of water, forcing the enemy to use a Wither. You can use this to your advantage and get your whole team a smite V sword to shred the Wither(s) along with sharpness V to deal with the players after the Wither dies. Gather enough dirt to build to the build limit (about 3 stacks). Then pillar jump with all of it, or until you reach the build limit. Then dig 17 blocks down. Place 1 obsidian by pillar jumping with it, mark that corner, then build a 12×12 obsidian platform. (Set home to platform if /home is enabled!) Then find the corner you marked, dig down, (you should see dirt, and not fall), dig 2 more dirt down, replace the obsidian, and coat the bottom with lava. (Fire Resistance is highly recommended) Ender pearl down, dig the bottom block of dirt, and dig a 12×12×2 trench where the lava lands. Then teleport up, either with an ender pearl (may take multiple tries) or /home. You can now add the necessary items to your new base as needed. And finally, add redstone blocks around the edge, and build rings around the platform at a lower level for archers and potion lobbers to walk on. If the base is being raided, and your hand is forced, activate the self-destruct on your base. It is important to keep one on hand at all times and also have an escape. The self-destruct must be designed to overwhelmingly destroy all life and loot inside the base and the base itself but also be well-hidden. This is hard and so you should experiment. In times of need, start the lethal countdown and escape. Ender chests are good for these kinds of bases, as they don't drop their content and it can be accessed anywhere as long as you have another one. Escape pods are essential for above-ground bases as they can drop you deep underground into a water spot, where you can dig (possibly minecart) yourself up to the ground and escape with your friends (if you have more than just one pod) to far away from the base. You can lock the escape pods with pistons to prevent enemies follow you when attempting to escape. Not all of your faction skirmishes in the PvP world will be set up beforehand. Organize raids with your faction. Find some server to host a voice chat box with your teammates. This will allow you to coordinate your attacks on hostile bases and their creations. The more connected you are with your fellow faction members, the more likely you are to emerge victorious. Keep in touch with them and increase your odds of success. Let's say that you have just moved in with your awesome new faction. They have diamonds, dozens of anvils, and general awesomeness. Now, a faction war has started, and you have no base, no food, nothing except what the faction gave you. This is dangerous. In the event the faction fails, you are defenseless. Trust nobody and keep a secret base all to yourself. Put a home there and be safe from pursuers and spawn campers. Be ready! If you need to and fear that the faction is about to fall, steal some items and leave the faction when necessary. If your group's/faction's leader has been killed, or you just feel like it, don't be afraid to go rogue. In order to do so successfully, you need to follow certain rules. First, you need to either decide whether you want to be a wandering rogue, or a bandit-style rogue. Wandering rogue life is relatively simple. You wander around, and occasionally raid abandoned or unguarded bases, and avoiding other players at all costs. If you decide on this, you can refer to the nomadic experience tutorial to help you get started. If you want to be a bandit-style rogue, however, then you need a top secret base of operations, and lots of equipment. Only engage people if you are 100% sure you can win, and escape as quickly as possible. Trust no one, let no one see you. Although the life of a rogue may not be as action-packed as being in a faction, it is certainly profitable, and once you have enough stuff, you might be able to join a new faction, either to settle down or backstab them, get their stuff, and move on to the next gullible faction. PvP in large factions can include multiple scenarios, from individual murders or attempts to murder, to entire factions battling it out with lines of defense, barricades, and tunnels. There are three major melee builds, which will be discussed more in depth later. They are: The first situation is if the enemy has large numbers of archers. Send a wave of soldiers charging in, with moderate armor, and some skill, as well as some Special units to cause some starting chaos in their lines. Even better, get some ender pearls and rush in to engage the archers, who will often be weaker in melee combat. If they don't have archers, they will run or charge. If they run, have archers retreat to the back lines and then have the whole army sprint, bunching Juggernauts close to the front line while staying together, for maximum impact. If they charge, stop their forward momentum with arrows, shooting when they are 10–15 meters away. Then the infantry should then fight for a bit, while juggernauts and potion lobbers move in at sprinting speed to surge into enemy lines and later replace the infantry and slaughter anyone that was engaging the infantry. Make sure that the juggernauts and potion lobbers do this carefully, as the enemy infantry may have lethal potions. However, in general, the enemy can do little versus Juggernauts and potion lobbers coming in from a flank as well as a defensive row of Exotics to stop enemy Juggernauts from advancing effectively. However, if you are on the attack, there are some threats to your advance you must take into account. Then charge with infantry, followed immediately by exotics. The juggernauts among you should flank around and smash the enemy infantry after a few seconds of fighting. The Exotics should only engage juggernauts in combat, and only with superior numbers. In this situation, have archers aim for infantry advancing toward the fight, NOT the enemy front line, where you could shoot one of your own men. One can make some professional charging units with horses. Never have everyone charge at once. They will lose momentum and a solid position, while also becoming less cohesive which causes less damage distribution. Retreat, while also dangerous, is far safer. A server wars is a mass battle with a large quantity of the server's playerbase participating. The attacking parties are typically organized and well armed. They launch an attack big enough to cause a disturbance on the server. Another party, typically admins, retaliates against this attack. If the retaliating party is composed of admins, it will typically resort to Intel and the power to ban players. However, admins will counterattack with weapons in the process of banning the attacking players. Unless they allow griefing of course. In an all out server war, you have two choices: you can either fight for one of the two parties, or you can flee to safety and let the admins sort it out. Most players decide to fight for their server, however, players who have a lot of resources like diamond might feel the need to protect their precious resources and flee to safety. If you decide to join the party that is defending the server, you don't really need to worry about firepower since you will probably be armed by fellow soldiers. If you join the attacking party, you should equip enchanted weapons with high damage. It is also good to equip weapons of mass destruction such as TNT, end crystals, lava buckets, etc. You should do everything in your power to keep your nametag hidden if you don't want to be banned. Being banned means you are out of the server, and out of the war. You can no longer fight alongside your comrades. When you are fighting with the attacking party, you typically want to destroy as much as possible and invade as much of the server as you can. A good tip? Drink an invisibility potion, arm yourself with end crystals and blast protection armor, and let the terrorist bombings commence on anyone you see, especially the ones that are insecure. Remember, the retaliating party doesn't always win even though they seem like the "underdogs". Server wars are won with great soldiers, and most importantly, great leaders. You don't have to be a "grizzled" war veteran to be a great general, a great general is someone who is smart and fights alongside their soldiers. Remember, great generals take point, they don't watch from a safe distance and bark orders while watching their fellow players get slaughtered. Also, if the server has mods equipped, especially mods like "flans mod", "flintlock weapons mod", or "Mo' explosives mod", use that to your advantage! Because of the nature and the danger of these wars, the mechanics of these "groups" of people that are attempting to overthrow the server will be explained. Generally, the group may know each-other personally. If three friends chose to do this, and each friend tells two of their friends, then we already have nine people ready to attack. Doing this makes it easier to create order and hierarchy. This is also done to deter any traitors or turncoats in the group. Some of these groups go into faction servers, claim land, and make a legitimate faction. They will probably use the faction as a temporary "bank" for what they steal and make. They will build a secondary base, and will use this when they attack. They are highly armed, and are equipped with heavy enchants, potions, lava buckets, redstone, TNT, and whatever the Modifications on the server make available. They disband the faction, and move to the other base and create a new faction, (if they make one at all) and begin their attack, or they may each stay factionless (to avoid detection) and cause great destruction to large bases using the exploits above, communicating attacks via a third-party social platform. There is a hierarchy involving the status and rank of the players usually, there are generals of the troops that go to battle. They are on the battlefield. And they command the players to attack. But these generals get their orders from one player. This player is the equivalent to the "god father". They are never seen, although sometimes in the game anonymously. Several of these groups have primarily PvP champs, but most of them have hackers, x-rayers, cheat mods, and whatever they chose. Most times the hacker is the godfather or at least close to the top. They also have spies and intel groups. This is not the most usual case, but there are exceptions. Some of them have strategies that they commonly use. Some are griefing, personal raids, and singling out a player. For example, if they know that a player has valuables (diamonds, enchanted books, etc.) and they don't know where it is hidden, they may grief and threaten the player. PvP behind the scenes Your presence on a server is important for gaining allies or a following. If you want griefers or spawn killers on your side, be really nice to them. Most of them are notoriously good at PvP from practice, and giving them a reason to be on your side through making sure they never have to worry about starving or being hunted by others is a good way to avoid alienating them. Ironically, this may be the most effective way to make allies with random people, giving them full access to all of your resources and your considerable efforts to be hospitable will generally remove any want to take your items. (As always, this may backfire). If a server has an online dynamic map or if the Rei's Minimap mod is allowed (most likely), USE THEM. Rei's Minimap helps you understand what structures are ahead of you, and Online maps show everything and also show locations of players. Forgo any advantage you can get your hands on. Whether it'd be a Drop Party or an organized PvP match, participate in server events and you'll be known by most members in the server. This means people will have second thoughts of attempting to kill you. This one is obvious. Make sure to be friendly and caring with your members. Give items randomly to the squadron. Make an Army, Navy, and Air Force if you must, but let them mingle. Give crate keys to your teammates if the server has a crate system. And make sure to not act stuck up. Listen to their opinions. If you want a Mega-Uber Skull Laser Chainsaw Castle of Death™, and your friend wants a smaller base, compromise. Let's say you're on a faction server and you have many enemies. Your base has not been found until now. Two players each holding a Sharpness V, Fire Aspect II, Knockback II sword and wearing Protection IV armor are directly outside your base setting up a TNT cannon. You should always have defenses that are innately active, such as obsidian and water to negate explosions and if available, a spawner that can funnel out mobs on command (go exploring for spawners) to distract and dangerously deter, or snow golems to break armor. If you have these, don't jump down and PvP. Wait for the spawning mobs to break their armor, or call for your faction members and allies to assist in defeating the enemy. In these cases, booby traps are good, so set up booby traps everywhere where the enemy can't find them. In fact, make some that are meant to make the enemy know about the traps but it itself is a trap. These work as warnings and signals. Use tripwires and wool under them to use as signals for example. If you're building a massive fortress near the spawn, a griefer or simply a plain idiot might run behind you and kill you, disassemble your fortress and run off with your materials. Well, the easiest method to prevent this is to build your house away from spawn and try to survive a good distance away from spawn. It is usually a good idea to use a home-setting command around this area where you wish to live, as if it is a long way away from spawn and you die, it's a long walk, or mad chase if there are spawnkillers with diamond armor and enchanted diamond swords. Using the /home command if you used /sethome cuts the time getting to your safe zone drastically, usually having the spawnkillers and griefers be dazzled in confusion. The best way to keep your most precious valuables is to put them in an ender chest. Then put a chest in your house with basic invaluable items in it (with a few valuables mixed in to help fool them), and bury a chest with 8 obsidian, an eye of ender, a crafting table, and other less semi-valued objects in it a short way away from your house. Even if your entire house is a crater and the ender chest you placed is destroyed, the chest you buried will still be safe, and you can craft an Ender chest with what is in it to access all your valuable items and loot in there, as well as the loot in your actual chest. Getting started on a server The following is a step-by-step tutorial on how to survive while being new to a PvP server. Follow in this order: Tip: You must have a fallback in your base in the case of hard times. This means: A lot of times in single player survival Minecraft, you are going to need something. In factions, you are going to need it a lot more because you are competing with other people for it. Some ways to get it faster: Despite lag making people randomly visually act, cause injury because of damage just showing up, and crash the server, it may still be useful instead of a nuisance if you know how to control it to your advantage. Whenever you hit someone under the effects of a lag spike, there is a chance that they won't be hurt and can escape. You can use this time to run when a lag spike comes, therefore you may escape if necessary. Keep in mind, lag also delays redstone machinery, meaning if there's a staircase that only activates when you're on a pressure plate, you can get up easier. There is that one case of being left for green. This means that your squad disbanded, you are out, all alone with maybe a few enemies a kilometer or two behind you looking for you, and you're starving. Be independent. What if nobody is there stupid to help you? What if your leader takes all the valuables and leaves their troops out to die? You must gather resources, get help of any kind, whether it be a lone man just with a stone toolkit or a juggernaut in Protection IV armor, and you must be careful and start your own faction. Tip: Since anyone can be bought…eventually, keep your own secret, hidden, well guarded bases. Never tell anyone about it. It is for you and only you. Be smart with what you learned. Many people know how to make traps. That is good on one hand, but on another, they might not know how to use their knowledge to their advantage. Combine traps and improvise offline. Think first before charging ahead to do something. Think first of the necessities, which are supplies, and deal with the secondary needs after. If you stand no chance, save what you can save and run. If you're nearly killed, and have no hope of victory, run. And don't let yourself be lured into 1-on-1 PvP unless you can win. Use your mind over your in-game muscles. Most important is to use your environment wisely. For example: if you're in a jungle biome, run into the trees and attack your enemies! If you're in a big NPC-village with iron golems: make your foe hit the Iron Golem, then run off and snipe the foe! If you're on a small island in an ocean biome: get a boat, sail a little away, and use your bow to take down that diamond-armor juggernaut! While in the Nether, surprise the enemy with a bed and kill them with the explosion! While in The End, spleef your enemy into the void for a sure victory! It will all be yours if you succeed! Your sword might be a strong weapon, but your bow is even stronger if you use your mind. Also, don't be scared to use potions: they can give you a great advantage over your non-potion using enemies. In other words, take into account all your advantages, all their advantages, and weigh the options. Sometimes, you need to guess and check. The most important ones are your advantages or disadvantages in: Be aware of your surroundings, even when playing casually, to avoid being ambushed. Let's say that your base is in the sky with a public chest containing some equipment. Then, all of a sudden, you come down with one teammate and realize that the base is being raided! In the chest, you find some string and cobblestone. The enemies are in iron armor. Now, if the raider's armor was not enchanted, then you're in luck. A stone sword against iron armor with no buffs deals a full heart of damage. A fully charged bow does about as much damage as a diamond sword. Even if you have no armor, you still somewhat stand a chance against those two since it's you and your teammate fighting them. You do not need to be the same size as long as you can beat them. If you and your teammate are strategic, let's say they stick together, and your enemy doesn't, then you are almost guaranteed to kill them, that is if both of you have at least stone swords and they are alone with an iron sword and full iron armor. If you got lucky enough to mine a diamond sword, bring that out too: if you can, enchant with even just Sharpness I, which will do about 5HP hearts every hit. If you somehow have gotten a Strength II potion, maybe by buying it on a server, then DRINK IT! It will multiply your damage by 3.6, so that 5HP, if you make that a critical hit (by falling when attacking) (will do 7HP hearts) WITH Strength II, then you just might have killed your opponent in one or two hits. You may be thinking that people who have lost so much that their anger is uncontrollable are going to go psycho to win and when people come with supreme equipment you should be scared out of your wits, since that "causes" adrenaline. No! Anger and fear are both factors to defeat. When either happens, whether it be an attempt to kill a player who has diamond armor with your fists or combat logging just because you are so scared that you have to go to the bathroom of fear of peeing in your pants, you will most likely forget all the tips you have learned until you get back to your senses. Avoid that. Now, you must stay calm. Run for cover, and don't stop to watch the deaths of your teammates. If you have one, drink a Potion of Swiftness (the second tier is highly recommended), and keep running. Do not turn back, do not look back, do think of what's back there, and do not stop. Just keep running until you reach safety, whether it be allied or peaceful territory, or a secret place. Don't stop. Stay sharp. Remember what's been said about not trusting anyone? Your turn to chip in to take a stab at backstabbing. Create peaceful factions for your team. Their only purpose is to earn supplies while being impossible to touch. If two players in diamond with enchantments come and raid your base, and you're 4 people in iron, and only you have a full set of diamond equipment, do not bring it out! It is obvious you don't stand much chance as you are overpowered. You do, however, need to keep potions of Strength and Speed at a minimum. Also, keep flint and steel, along with fire aspect swords and bows, along with you. And if you find generation errors that create gateways to the Void, use them. Don't forget to keep your dispensers loaded and ready to fire with arrows, damage splash potions, and fire charges. The reason why this equipment and these traps can beat people in diamond is because they go right through their armor. Nothing, not even diamond armor, can resist their effects (except for arrows. Fire, potion effects and Void damage are the only lethal things unaffected no matter what kind of armor.). Also, a potion of invisibility will mean no one will know where you are attacking from! Remember the gift of decoys. Say you have nothing at all and you were just a player that started in a faction war faction. Use your expendable condition. Say there is a hall of traps designed by a redstone scientist. Throw yourself at the traps, run like a madman, break those hidden redstone clocks, and just kill your player on those lethal traps so your faction can zip in and break a hole in their obsidian shield. To victory! On some servers, the PvP can take place in real life, as well. If you have many friends who play Minecraft, you can call them to join your (allied) faction, which will make strength in numbers. If one of your friends is good at persuading or knows a lot about strategy, that's even better! Also, if you know your in-game enemy well in real life, you can somehow reduce the time they can play or have a talk with them, so they may have a change of heart. No matter how your opponent fights, they are bound to have some kind of weakness. Wastefully attacking where they are well defended won't work, and you will usually have to change your plan accordingly. Is he not using a shield? Abuse yours extra hard by blocking all their hits. Debuffing you with splash potions? Chug some milk. Shielding your arrows and tridents? Whip out the Piercing enchantment. Not even the heavily-geared Netherite player is invincible: you can bypass their armor with splash potions and tipped arrows. This also brings to the next point: Just as you adapt to your opponent's tactics, your opponent will adapt to your tactics. If you see your opponent change their actions, think about why he is doing that. Don't rashly play into their hands. If your opponent just placed blocks to stop you from shooting them, stop shooting them and attack up close. Just as your opponent counters your actions, you need to counter their actions. Your plan of bypassing their Protection IV Netherite Armor with tipped arrows may be a sound plan, but if he starts holding down their shield, you'll have to change. If you, say, start shooting with your Piercing Crossbow then you're golden. As long as you are devising and implementing counters to your opponent's counterplay, then until your opponent figures out what to do in response, you have the advantage and you should press it. The longer one plays reactively rather than proactively, the more of a disadvantage they are at. It is said above regarding running in traps (refer to "Diamonds aren't the key to victory") being a tactic that will fool the enemy, this makes it a rather effective attack. Always use psychology as a weapon! When running into a row of tripwires, the enemy might find it as a suicide attempt and not as a double trap, although not likely since most people will tend to just chase you. However, if you have a circuit that makes it so that the first time somebody runs through it, there is a chance your enemy may think that it's a dud or just a scare for the raiders. Once they step over it, though, the trap activates. This makes it useful since it can make the enemy think you are intending to run away when you're instead luring them into a death trap. If you have any type of invisibility potion or maybe you are just good at not being noticed, you can easily lure the enemy away from your actual position, then jump-attack them when they are least expecting it. This can be the key to a neck-and-neck battle, where your enemy's equipment is as good as yours. Gallery See also Tutorial:Traps References Notes Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Tutorial:PvP_(Java_Edition)#Vanilla_PvP_/_VPvP] | [TOKENS: 15918] |
Tutorial:PvP (Java Edition) PvP, an abbreviation of player versus player, refers to multiplayer combat in Minecraft where players fight other players. This guide covers Java Edition PvP in the most modern versions of vanilla Minecraft. For other version-dependent PvP environments, see PvP. Contents PvP terms PvP kit types A kit in PvP is a pre-determined loadout of items. Kits function as PvP gamemodes, and require different skillsets from one another. The following list includes kits that are officially recognised by servers and tier testing, and are thus commonly practiced: PvP equipment A combatant's equipment is an important factor in PvP, as it determines survivability, damage output, and versatility. Having good gear does not guarantee success, as skill is far more impactful in the modern combat system. Becoming familiar with the usecases, strengths, and weaknesses different equipment is an important aspect of PvP. Swords are the best weapon for doing combos, as well as for breaking out of an opponent's combo, due to their high attack speed. While they also have the special ability to do sweep attacks, this is only useful when fighting an opponent's wolves. When all four melee weapons have maxed out enchantments, swords have the highest DPS and the third-highest damage per hit. Axes are essential for their ability to stun shields, and are the second-best weapon for dealing high-damage single hits. When all four melee weapons have maxed out enchantments, axes have the second-highest DPS and the second-highest damage per hit. Tridents can be thrown as a projectile or used to escape threats using the Riptide enchantment. When all four melee weapons have maxed out enchantments, tridents have the lowest DPS and the lowest damage per hit. When all three ranged weapons have maxed out enchantments, tridents are tied with crossbows for the fastest charge time, and have the lowest damage per hit. Maces have the ability to deal devastating smash attacks after falling, and are the best weapon for dealing high-damage single hits due to the Breach enchantment. When all four melee weapons have maxed out enchantments, maces have the third-highest DPS and the highest damage per hit, even without doing smash attacks. Bows are the best ranged weapon for dealing damage, and can also be used to quickly spam uncharged arrows to deal chip damage. They are also the only ranged weapon with access to the Flame enchantment, and are thus essential in Cart PvP for activating TNT minecarts. The Punch enchantment greatly helps with bow spamming, as it increases knockback, making it harder for the enemy to reach the player. When all three ranged weapons have maxed out enchantments, bows have the slowest charge time, the highest damage per hit, and the second-highest DPS. Crossbows are the best ranged weapon for spreading tipped arrow effects, and for the utility of having an instantaneous long-ranged shot that can be used at any time, so long as they have been charged in advance. When all three ranged weapons have maxed out enchantments, crossbows are tied with tridents for the fastest charge time, have the second-highest damage per hit (by use of 7 star firework rockets), and have the highest DPS (Quick Charge III with 7 star firework rockets). Armor is essential to have for PvP, as failure to equip any armor will result in near-instant death. Different armor material types have differing amounts of armor points, armor toughness, and durability. The armor material types with zero armor toughness are extremely frail, and thus require high levels of Protection to be useful. Shields are an essential defensive tool, as they block 100% of melee, ranged, and explosive damage when active, and block in a 180° arc in front of the user. When using a shield, there is a 250ms delay, ping not accounted for, before the shield becomes active. Shields that are in the active state will become stunned for 5 seconds if hit by an axe, regardless of the axe's attack cooldown percentage. The durability loss a shield endures is dependent on the strength of the blocked attack, with attacks dealing 3HP or more taking durability damage equal to the strength of the attack rounded up. They have 336 durability. A combatant should make sure they have a full hunger and saturation. Reaching 20 ( × 10) hunger after eating food causes health to quickly regenerate at the cost of saturation. Health also passively regenerates slowly when hunger is at 16 ( × 8) or above, and stops when below that amount. Additionally, if hunger dips below 6 (), sprinting becomes disabled. The best food types are those that have provide high saturation when consumed. Golden carrots, steak, and porkchops are the food sources with the highest saturation that are still able to stack to 64. Golden apples and enchanted golden apples directly provide Regeneration and Absorption alongside having good saturation, making them the best food types. Blocks are useful for obstructing attackers and making escapes. They are especially useful in tight spaces like tunnels for blocking off a pursuer. They can also be used to pillar up to safety in a fight, at the cost of becoming vulnerable to being knocked off by projectiles. Some blocks have unique properties, such as high blast resistance, flammability, or being openable. Openable blocks such as chests or barrels can be used to counter cobweb or lava users by having them open the block when they try to place cobwebs or lava. Potions apply a variety of useful effects. These effects can strengthen allies and harm enemies when thrown as splash potions. In addition, lingering potions allow for a larger potion radius, but do not deal their effects on impact, and are expensive to brew. Drinking a regular potion takes time and leaves the user open, while splash potions can be used in quick succession. In the middle of a fight, it is most practical to splash them at the user's feet, especially when using splash potions of healing. Lingering potions are useful for either making an area inaccessible for a while or allowing everyone in a team to heal together. Using negative splash potions and lingering potions as throwable projectiles is not advised, as the throwing distance is short and each projectile takes up an entire inventory slot; tipped arrows are optimal for this instead. Ender pearls can be used to escape opponents, allowing the user to heal, or to pursue a fleeing opponent. Ender pearls inflict damage to the user when landing, damage that can be reduced by Protection and Feather Falling. Ender pearls can be used to scale walls, done by placing a block below one's self upon landing into the wall. A ender pearl stasis chamber can be used to teleport out of a dangerous situation if activated remotely. Water buckets can be used to obstruct opponents, buying more time to escape by slowing them down. It can also be used to avoid taking fall damage, destroy cobwebs, put out fires, and travel up walls. Lava buckets can be used to damage and slow opponents, as well as to create small barricades. The Protection enchantment greatly reduces the effectiveness of lava as a damage option, making lava buckets more practical for low-power fights. Redstone can be used to create traps and TNT cannons. Building a trap in a strategic location and luring the opponent into it can be an easy way to win a fight. However, constructing traps or TNT cannons using redstone in the middle of a fight is highly impractical, and thus traps and cannons that are easier to build and do not use redstone are preferred. End crystals can be placed on obsidian or bedrock, and when punched cause an instant powerful explosion. They can also be placed and exploded rapidly, but in order to do full damage and knockback on an opponent, the user must first knock the opponent up near the end crystal, or place the obsidian and crystal as the opponent is midair, for maximum effectiveness. As long as the user is at least 1 block below the exploding end crystals, the user takes little damage from the explosions. Respawn anchors when given a piece of glowstone can be right clicked on for an instant powerful explosion. Unlike end crystals, respawn anchors do not require a block for them to be placed, allowing them to be placed right at an opponent's feet without having to hit them up. However, respawn anchors cannot be activated in rapid succession and cannot be used in the Nether, unlike end crystals. Respawn anchors also pose a higher threat to the player using them than end crystals do, and thus it is recommended to place a block between the user and the respawn anchor before activating it. Beds are the Nether counterpart to respawn anchors, and have the benefit of not requiring a fuel source to activate. TNT can be used to build traps or deter opponents from approaching or chasing. TNT can also be used in specific formations to launch other TNT towards opponents. TNT minecarts can be used offensively in a similar way to respawn anchors, and are activated instantly with a bow enchanted with Flame. The damage of a tnt minecart explosion is influenced by the velocity of the Flame arrow that activated it. Flint and steel can be used to alter the battlefield by setting surfaces on fire. Due to the Protection enchantment, fire damage is largely negligible and is instead useful for the movement disruption inflicted by it. The screen effect incurred from being on fire also obstructs a player's field of view, however this can be circumvented by use of a low-fire resource pack. Fire charges are identical to flint and steel when used as an item, but can also be fired by dispensers. Flint and steel has only 64 durability, and is therefore used up in the same time as a stack of fire charges. However, flint and steel when enchanted with Unbreaking becomes the superior option. Cobwebs slow any player caught in them to a crawl, trapping them and make them easy targets. Ender pearls are the best way to escape from cobwebs, and water buckets can also be used to destroy them. They can also be destroyed with a sword, however being inside a cobweb whilst not being grounded causes mining speed to decrease dramatically, making this a poor escape option. Cobwebs can also be placed on one's self to act as a barricade against attacks, so long as no part of the player is exposed. When held in the offhand, totems protect the player from a lethal hit (except from the void), and grant them temporary Regeneration, Fire Resistance, and Absorption. Totems can be quickly re-equipped by hovering over one in the inventory and pressing the F key to replenish the offhand, or using hotkeys/Shift+Right Click (not rebindable) to replenish the mainhand. A totems of undying only returns your health to 10 at the moment of use, and wipes potion effects. The severity of the screen obstruction that occurs when a totem activates can be reduced with a resource pack. Mining tools allow for modifying the terrain, tunneling away, and destroying defenses. They are most useful when enchanted with Efficiency, as this increases their mining speed. Shears also disarm tripwire traps without triggering them. The elytra can be used to travel long distances at high speed, surprise attack enemies, make quick escapes, and become difficult to hit. Wearing elytra dramatically reduces damage reduction due to taking up the chestplate slot. Having Mending on the elytra, as well as a supply of experience bottles, is recommended for sustained use. Elytra can be used in tandem with a mace to deal smash attacks with better precision and safety, however the elytra must be unequipped the moment the smash attack is dealt for the smash attack to activate. Fireworks can be used to boost with an elytra. Fireworks made with firework stars can be fired as explosive projectiles using a crossbow, with higher star counts resulting in higher explosion damage. Horses can be used to travel around the map quicker, as well as to reach high places using their high jumping. While getting hit on a horse prevents knockback to the rider, horses are not recommended for direct combat. This is because horses have a random chance to be stunned when taking damage, making themselves and their rider vulnerable. They are also quickly killed by attacking players, and are outclassed by elytra for travel. When using a horse, having a supply of hay bales to heal it is recommended. Tamed wolves will aid the player in combat by targeting the last entity that was hit, or the last entity that hit their owner. Meat food types can be used to heal wolves and cause them to breed, making more wolves. Equipping a wolf with wolf armor is highly recommended, as failure to equip wolves with armor causes them to die quickly to attacking players. When using wolves, having a supply of armadillo scutes to repair their armor is recommended. Due to the way wolves jump when attacking targets, they often miss their attacks. This in combination with their low movement speed, damage output, and health pools causes wolves to be poor allies in combat, requiring a large army with status effects for wolves to be useful. Enchantments for PvP Power increases damage dealt by 50% for the first level, and by 25% for each subsequent level. This results in Power V giving a total damage increase of 150%. Breach decreases the effectiveness of a target's armor by 15% per level. This results in Breach IV giving a total armor effectiveness decrease of -60%. Density is a must-have in kits revolving around repeatedly chaining mace smash attacks. However, for kits that do not offer wind charges or an elytra, Density is completely outclassed by Breach. Flame sets the target on fire for 5 seconds per level. This results in Flame I inflicting 5 seconds of burning, dealing 1HP each second for a total of 5HP over time. Burning damage does not take effect when the target is already taking damage from other sources, such as melee/ranged attacks or explosions. Punch increases the amount of horizontal knockback inflicted on the target by 3 blocks per level. This results in Punch II dealing 8.792 blocks of knockback. Knockback is not a recommended enchantment for the majority of PvP kits. The enchantment makes it more difficult to combo in PvP that doesn't have netherite armor, and makes it easier for your opponent to back out of combos even in PvP that does have netherite armor. The Knockback enchantment's only usecases are in Crystal PvP, where Knockback I is used to knock opponents into end crystal explosions when spam clicking, or in netherite SMP PvP, where Knockback 1 can be used to combo more effectively at the cost of combos being easier to back out of. Protection is required in all forms of PvP, as armor without any Protection enchantments is incredibly frail. Having a piece of Blast Protection armor is required in Crystal PvP and Cart PvP, as not having any Blast Protection results in instant death to two crystal explosions even with a totem of undying equipped. Having more than one piece of Blast Protection armor is not recommended, as having only two pieces of Protection armor will result in dying quickly to Strength II-boosted melee weapons. Projectile Protection increases projectile damage resistance 8% per level. This results in a Projectile Protection IV armor piece giving a total projectile damage resistance increase of 32%. Both Fire Protection and Projectile Protection have no usecases for PvP. This is because sacrificing Protection for one of the two is never worth it, regardless of the type of PvP kit. Feather Falling is not mutually exclusive with any other enchantments, so it is always worth having. Thorns is not a recommended enchantment for PvP, as the damage of thorns becomes inconsequential against the Protection enchantment, while still massively harming the sustainability of your armor. In addition to this, when Thorns inflicts damage on the opponent, it will grant them knockback immunity for 0.5 seconds, as all indirect damage sources do, which disrupts combos. Bows are virtually never at risk of breaking in a PvP fight, so Infinity is always preferred over Mending in a PvP environment. Unbreaking is essential to have on armor, as armor durability is a key factor in high-power gear PvP. Excluding shields, it is not as important to have Unbreaking on other items, as they are very unlikely to break from full durability in a PvP fight. Mending, like Unbreaking, is essential to have on armor, as armor durability is a key factor in high-power gear PvP. It is important to omit having Mending on equipment other than armor in a PvP fight, as repairing armor using bottle o' enchanting must take priority over repairing other equipment. Loyalty is not a recommended enchantment for PvP. This is because tridents are poor weapons for damage-dealing, leading to the utility of Riptide being far more useful. Riptide is the main reason to use a trident in PvP, as tridents are poor damage-dealers, resulting in the utility of Riptide being their best usecase. Curse of Vanishing can be useful for preventing opponents from collecting your gear in a team-based PvP fight. Quick Charge is an essential enchantment for crossbows, as it drastically increases their DPS and rate of spreading tipped arrow effects. Spamming arrows with a Quick Charge III crossbow is a viable strategy, as it will repeatedly damage an opponent's armor and make it difficult for them to approach. Piercing is most useful in low-power PvP kits, as the utility of letting a crossbow ignore a shield is very helpful. Piercing also acts as a pseudo-Infinity enchantment that works with tipped arrows, however the arrows have to be picked up again manually. Piercing becomes less useful as gear becomes more powerful, as Multishot begins overshadowing it for the utility of spreading tipped arrow effects when the crossbow itself stops dealing meaningful damage. Multishot is incredibly useful in high-power gear kits for the utility of spreading tipped arrow effects. It also by nature makes it easier to land arrow shots, and drastically increases the effective coverage of shot firework rockets. Status effects for PvP PvP settings It's important to determine the best settings for you. Settings don't improve your fighting skill, rather they make your fights more comfortable. It is discouraged to constantly change your settings to try to find the "perfect" setting that will "magically make you the best". Get settings that don't limit your gameplay and get skilled with them. Having more FPS is incredibly important if you have a low-end system. Tone down most of your graphics, such as setting it to "Fast", turning down your render distance, and turning your FPS cap to unlimited are some examples that can somewhat improve your FPS. Additionally, you can also turn off particle settings as some particles are too obstructive such as the crit particles and totem particles, but this also means you need to listen to your sounds more carefully due to lack of a visual sign that is usually seen in these things. Next are your controls. First, modifying your keybinds is totally up to you. Using the default 1-9 isn't recommended, as the numbers past 4 or 5 are inconvenient to reach. Although using the scroll wheel in your mouse can be helpful, keybinds are faster and more accurate than using the scroll wheel if you become good with your keybinds. Your mouse sensitivity is also dependent on each player and choosing one that you're comfortable with is essential with getting better aim. With a high sensitivity, your crosshair would start becoming shaky and you won't accurately track your opponent as your mouse is too fast, while if your sensitivity is too low, your rotation is too slow, thus you won't be able to track your opponent that moves too much and too fast. Other settings to change are turning Auto-jump to off and turning your sprint to "Toggle". An ideal FOV is any FOV above 80-85, letting you see enough so that enemies can't strafe behind you easily but not making opponents too small if they are at the edge of your reach. Its best to turn off FOV effects as well as Damage Tilt completely, as they cause your screen to warp and shake during fights that makes aiming much harder. Resource packs are optional but sometimes they make your PvP experience more comfortable. Some vanilla textures in the game obstruct your vision too much, such as food, explosion particles, swords, fire, and offhand items, so texture packs reducing the size of those are definitely recommended. While resource packs that function while minimally modifying the vanilla aesthetic are called overlays, one may opt for a resource pack with cosmetic changes, too. Mods are also important and some of these are tailored for PvP combat. Sodium and FPS-increasing mods are incredibly essential and PvP clients like Lunar, Badlion and Feather feature modules that significantly help in combat. PvP locations The location where PvP takes place affects general gameplay and can affect strategies. This is when two players fight in the naturally generated terrain of Minecraft. In this type of fight, players decide on a designated area or may be unexpectedly attacked (underground, caves, cliffs, or strongholds). One can also add custom features into the natural terrain, normally player-built structures. This is PvP that takes place in a unique area or challenge map. Players that are friends may decide to create or use a challenge map that facilitates PvP. The players may choose to divide themselves into multiple groups, enjoy a free-for-all, or any other distribution of players that fight among one another. Players may prefer to build an arena for the sake of organization or aesthetics. A hazard is any area that's dangerous or disadvantageous to be. Most likely its a lava pool, ravine opening, or for a particularly experienced player, even just a wall that's easy to headweb against. In any case, both players want to stay away from it and force the other player into it. When playing around a hazard, strafe around your opponent constantly and stay low to the ground, letting you move more effectively to put them in between you and the hazard. Whether you're successful or not, you'll need to push your opponent back and gain ground. To do this, disable their shield and don't let yours be disabled, at all costs. Use techniques like Shoving to advance forwards consistently without taking much knockback or Uppercutting to gain lots of ground very quickly. If your opponent crits you, Sidesweeps are a viable option (only if you're losing) to run around behind them and flip the scenario on them. PvP context It is important to note the context in which PvP takes place. Friendly PvP is when two or more players agree to PvP for friendly practice and training only. Friendly PvP is great to play on LAN. It is the least hostile option for PvP as it: In organized PvP, players agree on the circumstances of their fight, and then battle. The victor may be agreed to receive anything, from diamonds and emeralds to proven superiority to nothing at all. This type of PvP can be highly competitive and players may need an impartial judge to moderate. This is when someone surprise attacks you without warning, and is mainly common in SMP PvP. If you have better equipment than your attacker, you will likely be able to kill them. At this point, there is no better time to give it your all. Utilize anything and everything at your disposal to destroy your opponent — any method that Minecraft provides, you should exploit. (Combat-logging, hacking, and other out-of-game methods are unacceptable except on select servers.) Always carry extras. You never want to be stuck in battle without a weapon. Therefore, extensive measures must be taken to ensure that equipment can be readily replaced in a fight, such as enchantments, extras, and consistent resupplying. Press any advantages you can, and consider fleeing if you don't think you can win. There's little point in being honorable, and more point to staying alive. Make sure to understand your disadvantage if you are attacked unexpectedly. Your opponent likely has applied potion effects or eaten golden apples in advance, giving them saturation and absorption. To stand a chance against them, you'll need to do the same. Keeping combat healing items, ender pearls or potions on you as well as in your hotbar can save you in those situations. In this type, 2 players spawn in a set map with an arranged set of equipment, thus the name of PvP. Practicing kits are important in learning the basics of PvP. And the kits can also be customizable depending on the server. Minigames are typically played on dedicated minigame servers. Some popular ones include Bedwars (where each player/team has a bed that allows them to respawn if it is undestroyed), and Capture the Flag (where each team tries to steal a banner/wool from the other team). Many other variations of these games, and some more niche minigames, also exist. Each minigame will typically have its own set of rules, as well as a shop or class system (although this is not true for all minigames). To gain experience in this kind of PvP, it is recommended to try different kinds of minigames, and find one/some that you enjoy. Minigames are technically a form of Organized PvP, but are normally on a dedicated server. Melee fundamentals The majority of PvP is melee based combat: using your sword, axe and shield to damage your opponent directly. Swords and axes are the strongest and most damaging non-crystal PvP weapons in the game, apart from maces which are typically restricted to their own gamemode. Choosing your offhand item is an important decision, with the most popular choices being a shield, totem of undying, or food. There are two main avenues and essential concepts for attacking: sprint-knockback attacks and critical hits. There are many techniques and maneuvers you can use in PvP to give yourself a large advantage. This is the next step in complexity in PvP up from just critting and shielding. These are some more complicated and high level techniques. Many of them build off of other techniques and are more useful against better players, used to counter other more basic techniques. Shield fundamentals Shields protect all damage and knockback infront of the user when active, aside from arrows from Piercing crossbows. Shields have 250ms delay between being raised and being active. They are disabled for 5 second when hit by an axe, regardless of the axe's attack cooldown charge. Disabling the opponent's shield is a huge part of SMP kit, giving a 5 second window where they aren't able to protect themselves effectively. To disable a shield, hotkey to your axe and spam click 2-3 times, then immediately swap back to sword. Later in this section are some special ways to disable your opponent's shield to give you an advantage. Don't wait to charge the attacks: axes are inefficient at dealing damage. You can attempt to disable either when you see them put up shield, which requires fast reactions and good hotkeying, or by predicting when they will shield. While fighting, try to watch their shield patterns and learn them so you can predict them in advance. In addition, most players will shield with the following patterns: Be careful when your shield gets disabled. Did you shield in a predictable pattern? They might have learned that pattern. Be careful before repeating it. Once you disable their shield, you have a 5 second window where they cannot block any hits. To take advantage of this, you can use 2 different follow ups. When your own shield is disabled, you are very vulnerable to crit or combo follow ups. By far one of the most effective ways to play while your shield is disabled is KB hit trading. Back away and try to bait your opponent. Trade KB hits with them, holding S after each hit to get too far away from your opponent to be comboed. This is a very slow playstyle and your shield will come back up soon. The reason it works so well is that if your opponent attempts to block your hit with their shield, you can easily either disable it or back away from their hit before they lower their shield, rendering their shield advantage useless. Another trick you can use when your shield is disabled is literally to pearl out and heal. If you can safely get the pearl off, you might avoid a very costly encounter. It might seem sort of hacky or cringe, since you're just running away whenever you're at a disadvantage, but your opponent can't do anything besides cry about it. Don't do this if you are going to get crit out while the pearl is in the air. Here are some shield related techniques you can use. Some of these are very difficult to perform, and some of them delightfully simple, but they can give you a significant edge in getting more effectiveness out of your shield. Ranged fundamentals Bows and crossbows can be used to attack and snipe at a safe distance. Learning how to use bows and crossbows effectively is an important aspect of PvP. There are various styles to shooting such as jump shooting, aiming upward and strafing to the right/left, spamming uncharged shots (bow only). Strafing from left to right when shooting is the optimal way to shoot from mid-range, as it can help you avoid an opponent's shots. To hit a moving target, lead the arrow ahead of them some blocks depending on their distance and ping. Sniping is attempting to hit targets at long range with a bow or crossbow. Done well, sniping can deplete a weak target's health or knock them off a cliff. This tactic by itself can be ineffective if not followed up with melee combat, as shields and healing are certain counters to the exclusive use of bows and crossbows. However as a method to drain your opponent of resources, such as armor durability and food, sniping them can make a difference. At further distances, the level of precision needed to have a good hit rate increases, and the innate randomness value of arrow shots becomes a problem. An 8-degree pitch shot with a bow will hit a target between 47 and 52 meters out, and a 37-degree angle can put shots out to around 120 meters. The pitch of your shot can be viewed using the F3 screen. Generally, aim 1 degree up for every 4 blocks away your target is assuming they're at level ground with you (Pitch = (distance - 18)/4), compensating for their movement appropriately. For example, to hit a target 50 meters away, aim up by 8 degrees. 62 meters away, aim up by 11 degrees. 74 meters away, 14 degrees. If a player is higher than the user, a simple way of compensating is to look them in the face and set that as your zero. This works for relatively flat shots that aren't at an enormous range. If a player is 9 degrees up from the user and appears to be around 60 meters away, a 19.5 degrees pitch is a good approximation of where to aim. Sniping is a skill that becomes feel-based at higher distances, making practice essential. General fundamentals Longer term, overall strategy during fights to make the most out of your PvP skills. This section will detail how to heal yourself properly, win fights when outnumbered, heal your armor, and use your utility items properly. You can heal faster by having high saturation, or by consuming a healing item like a golden apple or a potion of Healing. Foods with high saturation such as golden carrots are preferred as more saturation translates to a longer period of faster healing. Since healing by eating normally takes some time and slows you down you want to do it while sprint jumping away if you can't ender pearl, preferrable after separating from your opponent as well as possible. KB hits, cobwebs, and blocks can all help you get away. If your opponent is healing, make the most of that time. Crit them out to drain them of resources if they are close. If they aren't close enough for you to reach this, do something else such as healing or refilling your hotbar. Just running at your opponent doesn't help you. Its also common for players to KB hit their opponent on the last hit while their opponent is healing. This sets their opponent up for a combo when they finish eating. When you meet with multiple people that have the intent on killing you, the best option is of course run or negotiate for peace. If that's not an option though, you'll need to figure something else out. Utilities are your backup weapons in a fight. The most effective way to use utilities is to have just a couple in your hotbar and become quick and experienced with using them so you can constantly bombard your opponent with effective secondary attacks. In various kits, players are given stacks of bottle o' enchanting to repair their Mending armor. Without proper XP usage, you will waste a significant portion of your XP and your armor will break earlier. Before repairing, make sure to back off way before your armor breaks (preferably when your helmet/boots dips to below 70 durability). Use XP bottles to heal your armor if it gets low. If your shield has mending, all the XP will go to healing your shield, so take off your shield while doing this (shields don't take enough damage to fully break during a fight, normally.) XP bottles heal all your armor evenly, but your armor has different amounts of durability. Your helmet will break while your chestplate still has 1/3 durability. XP bottles only heal armor pieces that you are wearing, though. Take off everything but your helmet and heal it to 100% durability. Now put on your boots and heal them to 80%. Now take them off and heal your leggings to 75%, and then chestplate to 70% durability. Also, make sure you're not too close to your enemy while repairing, since they can get free hits on you, wasting your bottles. Playstyles It's extremely important to know how to play and when. Knowing how to deal more damage than your opponent is necessary, but you have to be able to chain your manuevers and gameplay together to really press your advantages and turn a mess of hitting things into a cohesive playstyle. First we'll examine the two most basic playstyles, playing Defensively or Offensively, and how to counter those playstyles. The most common playstyle in SMPs, a defensive playstyle involves constantly keeping a little between your opponent and playing reactionarily. You will be playing slow and winning by Armor Drain, steadily but surely. This playstyle is very effective against players that seem to have good aim and fast mechanics, but have worse strategy and might be too eager to rush into things. This is how to pull it off using your kit. Defensive players need two things: they need to be able to run away from you, and they need to safely survive to drain your resources. An aggressive playstyle is constantly pushing your opponent, never allowing more than a short break. It mostly relies on being able to play faster than your opponent, making them panic or forcing them into bad decisions. You are often able to drop your opponent when they can't escape your quick damage. It requires strong mechanical skill and versatility with melee mechanics. Aggressive players want to disable your shield and catch you in a bad situation to crit you out. You're gonna need to react to all they're doing and avoid getting dropped at all costs. Minecraft ping is coded differently from other games. The two differences are that you can hit a player when you can hit them on your computer, even if your opponent and the server agree you can't yet, and your knockback is delayed by your ping. If you have 100 ping, you only start taking knockback after the 1/10 a second has passed for your computer to find out you got hit. Fighting Ping: Any opponent that has ping has slower reactions. Strategies like No-KB crits that require immediate counters work very well. Their shield disabling will also be very delayed: you can get away with much more aggressive shield usage. Don't try to combo against ping as much because their knockback is delayed, giving them a window to hit you. If you do, use Silly Circle Hitting or side strafes to make them miss, since laggy players often have more trouble hitting you. Low ping players should play more defensively since they can react very quickly. Using Ping: You are far harder to combo on high ping, since your knockback is literally delayed, giving you an extra window to hit your opponents. Its better to be using an aggressive playstyle. Use the Spacing Techniques detailed earlier in the guide to get in constant extra hits and pcrits before knockback takes place. It's also more difficult for you to be KB hit away, so a crit spammy playstyle is very effective (and annoying) here. PvP misconceptions The world of PvP is vast as it takes place in a sandbox game, giving players many options, and not all of them are good, despite how tempting they may seem. A great way to learn your mistakes is to watch better players play and simply try to notice what's different. Why might they be playing that way or using that item? PvP kit tips Basic tips: Advanced tips: Axe is a very strategic gamemode. Autohitting and backstabbing are of great importance. It's very common to let the opponent disable your shield, autohit them, shoot them with a crossbow to push them away, and run until their shield is back. You need a good understanding of what each player has available to them, and therefore what move they want to make. Baiting your opponent into jumping could get you a free crit, turning the tide of the round. Bowing them near the end of the round when they have no shield might finish them off. At any moment you might only have one opportunity or play to make, and your job is to find it and execute it properly. Now each SMP might have a set of standard rules when it comes to fighting, such as netherite or certain potions being illegal. Even though this is the case, the tips here can still be used on SMPs regardless of their rules. For this kit, we're going to assume that the kit contains fully enchanted netherite armor, 2 netherite swords (one is fully enchanted with Knockback I, while the other doesn't have Knockback), a fully enchanted netherite axe, 2 stacks of gapples, one totem, around 4 stacks of pearls, a fully enchanted shield, 2 stacks of XP bottles and finally copious amounts of Strength II, Speed II and some Fire Resistance (8 minutes) potions. Basic tips: Crystal PvP is using end crystals and respawn anchors to defeat your opponent. End crystals and respawn anchors are capable of one-shotting players in full Protection IV netherite armor, and so it is generally regarded as the most powerful form of PvP. Many survival servers ban or disable these items, and even on those that do, getting large quantities of crystals and anchors can be time consuming and expensive. Crystal PvP is all about being lower than your opponent and setting off your explosives so that they damage them far more than they damage you. Basic tips: Basic tips: Advanced tips: UHC is unique for a reason, that is because of a game mechanic being absent, the ability to heal naturally. This meant that you can't heal on food alone, and you'd need the regen and absorption from golden apples to heal. Aside from that, UHC has a diverse inventory of melee, ranged weapons and utilities that players can use to their advantage. Players must be fast at hotkeying, and scrollwheels won't simply cut it, since hotkeys are more accurate and faster. Second, players must know how to use each utility to their advantage, and must know when to fight defensively to drain or offensively to drop your opponent. Blocks for example, can be used not only to build/bridge up but also to put out a lava or a water source block when placed down. Its an interesting mix of the melee combat similar to SMP kit and intense mastery of usage of utility items. PvP building Factions This can be done with a Factions plugin or through other means. This is when a group attempts to irreparably exterminate members on another group and later destroy or loot all property of the said group. These can range from a surprise attack to a formal challenge of two armies, and can have up to hundreds of warriors on either side (though this is extremely rare and may cause lag). In some servers, you may be asked to pick a team without knowing who is on it. If you can't hurt them from the outside, hurt them from the inside! If possible, join your enemy faction while you are still able to. If you get into their base as a faction member, wait until the faction moderators are all offline. This is the best time to strike. Take their best valuables, then break the furnaces, chests, and burn the items with a flint & steel. If they have a water mine, block the water. If they have a staircase mine, put a lava or two at the top. Go to the "/f home" and dig a hole. Put lava in it, from the ceiling and make a wall so as soon as they "/f home" they will constantly respawn in lava. If you have spare lava, fill the place with it! Make sure that there aren't any hidden chests, and destroy the farms if no one in the faction catches on. If possible, if they don't know you griefed/raided them, wait until they repair their bases with more food/loot and restart the process! Remember to give loot to your actual team after each raid. In most, if not all faction servers, there is a plugin that allows factions to claim chunks of land. If you are raiding a base, there is a 99% chance that they have claimed their base. So how do you get in? Here's how. If you intend to explore the full tactical armory of PvP, then a helpful one and likely the first is the raid. Simply put, a raid is the theft of materials from the property of another player and killing enemy team members. Raids can have pros, such as drain the opponent's resources that could later have been used against you, and increasing your own resources. However they can also have cons, such as increasing the likelyhood of you being made a target by others. Generally, raids are worth the risk. There are three different types of faction raids: There are two objects that are absolutely necessary if you want the raid to be effective and efficient: The first is always needed since this may take some time. However, you may wonder why the list contains an enchanted diamond pick. It's because you can break almost anything fast. Without a powerful pick like this, the odds are that the owner will have mowed you down before you could even get inside their base! Therefore, you must be fast. Choosing a base is easy, and really, an unmanned base is a dead base. When a minimal amount of people are manning the base, then you can strike. Steal all goods. Remember that your point is sabotage, and so you should dispose of all you didn't steal. If you really want to damage them, clog all entry points. Don't stay around too long, though. Take a minute longer and they might be online and hunting you down, in the end you're just wasting your time. Keep in mind that faction wars are not always about combat. It's about preparations and knowledge in order to turn the tide exponentially in your favor, such as how you can slay a player in diamond armor with only iron armor and win a battle before going out to war. You can't rush into an attack, you need to plan it. There's lots of ways to get a kill without having to fairly "fight" your opponent. Now say a new enemy has come and they have Protection IV armor, with a Sharpness V sword, and an obsidian base. Attacking them would be suicidal in a fair fight (unless you have better equipment). First, send someone to scout their base while you prepare a full assault. TNT their base and ruin the defenses. This allows you to eliminate their source of power. Then, send someone to cause a diversion to distract them. They'll be chased all the way until they come back and finds the smoldering ruin that was their home. Lead them to a premade trap such as a TNT minecart bomb and detonate it as they chase you over it. No matter how geared they are, they will be killed and their base will be undefended. Always make sure every fight is strongly in your favor. Go to reasonable lengths to ensure you can attack, but they cannot retaliate, or sacrifice to gain power, such as you losing 10HP through snowballing them, but in the process breaking their diamond armor. Faction wars are not always about fighting. Although the point of a Faction War is to demolish, a clear assessment about the other side is helpful in doing so. Let's go into another scenario. Another faction is the strongest faction but is secretive, stealthy, mean, and rich. Your faction has never liked them, and in fact, hated them. But in terms of pure force, your faction is outclassed. They need you. Now, they equip you with invisibility potions, a diamond sword, a bucket of milk, a splash potion of poison and 3 of Harming, a bow with 128 arrows, and 32 pieces of pork. Throw in some Fireworks for distractions, and you're ready to go. The whole faction depends on you! Now, as a spy, don't ever alert them to your position, because even if they don't know who you are, you are someone sneaking around their base, and they will pursue. To do that, you must follow some steps. Make note of details, as intelligence is most important as it can get you get one step closer to victory. Do not forget that secrecy is required. Report back to your base once you think you have more than enough information on the enemy and that is when you can declare war. Another trick is to (if in a faction server) station your teammates nearby. (Say, a mountain bunker in the distance) That way, if you are caught and running for your life, you can send a distress signal or flares (The most obvious thing would be fireworks). One other trick is to pay attention to what you hear. Say you are in the base, and you hear someone munching on food. Avoid them as quickly as you can. If you hear a nether portal, then your team may be able to build a corresponding portal in the Nether and invade through the enemy's portal. Building a base to protect yourself from the diamond swords and the arrows? Good work! Here are some tips to help you make your base even more efficient: Bigger may not be better, as a visible structure gains visibility the larger it is, and leaves more space unguarded. On the flip side, big bases are good for large amounts of people that are working on something together, and can hold more munitions. A small base is also dangerous, because it will be easily demolished. One effective type of base is a base that is deep underground. Here enemies will take days to hunt you down, while you survive on a farm and branch mine for diamonds. Another base, meant for continuous habitation, is far above the world. Therefore enemies will be required to build up to it. Unless a prohibitively expensive defensive structure is used to get up, they can be easily pummeled with arrows, a single one of which could send them falling to their death or at least making them restart. For sky fortress builders, the most important rule is to not have any spots that are out of the fortresses' archers' line-of-sight. Try building the bottom floor in a "multiple ring" shape to do this. Also, make a disabled nether portal that will upon activation become an escape (disable it to ensure that it cannot accidentally link up to another portal). Bases in mid-air are effective during a raid, when manned, as entry is all but impossible. Again, this base type is best for continuous habitation, but it is only slightly more protected than a house on the ground if nobody is manning it. Also make sure to put cobwebs all over the bottom to stop ender pearl glitching. Every good base needs traps and defenses! First of all, we have the wall. A good wall should contain at least one obsidian or water layer to shield explosive force, and require at least one minute to mine through with an unenchanted diamond pickaxe. To further prolong base penetration, chessboard wood and cobble to force players to slowly break wood or switch from axe to pick. Traps are great defenses to surprise enemies that make it through the wall, but are generally not infallible. Note that self building walls can be useful during an attack to repair severe damage (aka the TNT equivalent of a bunker missile). However, remember that a trespasser will not simply pound at the wall forever (unless they are monotonously dedicated to it). Eventually, they will most likely climb it with blocks, or disable it by destroying the mechanism. This is one of the great secrets to PvP mastery! Trustworthy allies can be useful in many tasks, from grunt work to being the safe keeper of your gold. Be careful whom you choose for an ally, as treachery or lack of skill can easily hamper or destroy your attempts to thrive in PvP. Haste in that aspect is generally a waste. If the server you're playing on has the Factions plugin, you can create an impenetrable base with water and cheap walls. To do this, dig a hole along the border of claimed land (INSIDE your faction land, otherwise it can be blocked up or destroyed) all the way to bedrock. Next, cover your base with water, including the sides and roof, and let it flow down to bedrock. Make sure TNT cannot land anywhere in the base. There should be no blocks connecting your base to the wilderness. The water acts as a shield, making your base invulnerable to TNT, and impassable by enemies. The only way to counter this is make a sand/gravel cannon (a TNT cannon that shoots the falling gravel/sand instead). This can also be countered by a team of people using Wither. You can also bring elder guardians (if possible on the server) and bury them near the outside walls in obsidian, then build a wall of waterlogged stairs around the base. You can then cover that in another layer of water, forcing the enemy to use a Wither. You can use this to your advantage and get your whole team a smite V sword to shred the Wither(s) along with sharpness V to deal with the players after the Wither dies. Gather enough dirt to build to the build limit (about 3 stacks). Then pillar jump with all of it, or until you reach the build limit. Then dig 17 blocks down. Place 1 obsidian by pillar jumping with it, mark that corner, then build a 12×12 obsidian platform. (Set home to platform if /home is enabled!) Then find the corner you marked, dig down, (you should see dirt, and not fall), dig 2 more dirt down, replace the obsidian, and coat the bottom with lava. (Fire Resistance is highly recommended) Ender pearl down, dig the bottom block of dirt, and dig a 12×12×2 trench where the lava lands. Then teleport up, either with an ender pearl (may take multiple tries) or /home. You can now add the necessary items to your new base as needed. And finally, add redstone blocks around the edge, and build rings around the platform at a lower level for archers and potion lobbers to walk on. If the base is being raided, and your hand is forced, activate the self-destruct on your base. It is important to keep one on hand at all times and also have an escape. The self-destruct must be designed to overwhelmingly destroy all life and loot inside the base and the base itself but also be well-hidden. This is hard and so you should experiment. In times of need, start the lethal countdown and escape. Ender chests are good for these kinds of bases, as they don't drop their content and it can be accessed anywhere as long as you have another one. Escape pods are essential for above-ground bases as they can drop you deep underground into a water spot, where you can dig (possibly minecart) yourself up to the ground and escape with your friends (if you have more than just one pod) to far away from the base. You can lock the escape pods with pistons to prevent enemies follow you when attempting to escape. Not all of your faction skirmishes in the PvP world will be set up beforehand. Organize raids with your faction. Find some server to host a voice chat box with your teammates. This will allow you to coordinate your attacks on hostile bases and their creations. The more connected you are with your fellow faction members, the more likely you are to emerge victorious. Keep in touch with them and increase your odds of success. Let's say that you have just moved in with your awesome new faction. They have diamonds, dozens of anvils, and general awesomeness. Now, a faction war has started, and you have no base, no food, nothing except what the faction gave you. This is dangerous. In the event the faction fails, you are defenseless. Trust nobody and keep a secret base all to yourself. Put a home there and be safe from pursuers and spawn campers. Be ready! If you need to and fear that the faction is about to fall, steal some items and leave the faction when necessary. If your group's/faction's leader has been killed, or you just feel like it, don't be afraid to go rogue. In order to do so successfully, you need to follow certain rules. First, you need to either decide whether you want to be a wandering rogue, or a bandit-style rogue. Wandering rogue life is relatively simple. You wander around, and occasionally raid abandoned or unguarded bases, and avoiding other players at all costs. If you decide on this, you can refer to the nomadic experience tutorial to help you get started. If you want to be a bandit-style rogue, however, then you need a top secret base of operations, and lots of equipment. Only engage people if you are 100% sure you can win, and escape as quickly as possible. Trust no one, let no one see you. Although the life of a rogue may not be as action-packed as being in a faction, it is certainly profitable, and once you have enough stuff, you might be able to join a new faction, either to settle down or backstab them, get their stuff, and move on to the next gullible faction. PvP in large factions can include multiple scenarios, from individual murders or attempts to murder, to entire factions battling it out with lines of defense, barricades, and tunnels. There are three major melee builds, which will be discussed more in depth later. They are: The first situation is if the enemy has large numbers of archers. Send a wave of soldiers charging in, with moderate armor, and some skill, as well as some Special units to cause some starting chaos in their lines. Even better, get some ender pearls and rush in to engage the archers, who will often be weaker in melee combat. If they don't have archers, they will run or charge. If they run, have archers retreat to the back lines and then have the whole army sprint, bunching Juggernauts close to the front line while staying together, for maximum impact. If they charge, stop their forward momentum with arrows, shooting when they are 10–15 meters away. Then the infantry should then fight for a bit, while juggernauts and potion lobbers move in at sprinting speed to surge into enemy lines and later replace the infantry and slaughter anyone that was engaging the infantry. Make sure that the juggernauts and potion lobbers do this carefully, as the enemy infantry may have lethal potions. However, in general, the enemy can do little versus Juggernauts and potion lobbers coming in from a flank as well as a defensive row of Exotics to stop enemy Juggernauts from advancing effectively. However, if you are on the attack, there are some threats to your advance you must take into account. Then charge with infantry, followed immediately by exotics. The juggernauts among you should flank around and smash the enemy infantry after a few seconds of fighting. The Exotics should only engage juggernauts in combat, and only with superior numbers. In this situation, have archers aim for infantry advancing toward the fight, NOT the enemy front line, where you could shoot one of your own men. One can make some professional charging units with horses. Never have everyone charge at once. They will lose momentum and a solid position, while also becoming less cohesive which causes less damage distribution. Retreat, while also dangerous, is far safer. A server wars is a mass battle with a large quantity of the server's playerbase participating. The attacking parties are typically organized and well armed. They launch an attack big enough to cause a disturbance on the server. Another party, typically admins, retaliates against this attack. If the retaliating party is composed of admins, it will typically resort to Intel and the power to ban players. However, admins will counterattack with weapons in the process of banning the attacking players. Unless they allow griefing of course. In an all out server war, you have two choices: you can either fight for one of the two parties, or you can flee to safety and let the admins sort it out. Most players decide to fight for their server, however, players who have a lot of resources like diamond might feel the need to protect their precious resources and flee to safety. If you decide to join the party that is defending the server, you don't really need to worry about firepower since you will probably be armed by fellow soldiers. If you join the attacking party, you should equip enchanted weapons with high damage. It is also good to equip weapons of mass destruction such as TNT, end crystals, lava buckets, etc. You should do everything in your power to keep your nametag hidden if you don't want to be banned. Being banned means you are out of the server, and out of the war. You can no longer fight alongside your comrades. When you are fighting with the attacking party, you typically want to destroy as much as possible and invade as much of the server as you can. A good tip? Drink an invisibility potion, arm yourself with end crystals and blast protection armor, and let the terrorist bombings commence on anyone you see, especially the ones that are insecure. Remember, the retaliating party doesn't always win even though they seem like the "underdogs". Server wars are won with great soldiers, and most importantly, great leaders. You don't have to be a "grizzled" war veteran to be a great general, a great general is someone who is smart and fights alongside their soldiers. Remember, great generals take point, they don't watch from a safe distance and bark orders while watching their fellow players get slaughtered. Also, if the server has mods equipped, especially mods like "flans mod", "flintlock weapons mod", or "Mo' explosives mod", use that to your advantage! Because of the nature and the danger of these wars, the mechanics of these "groups" of people that are attempting to overthrow the server will be explained. Generally, the group may know each-other personally. If three friends chose to do this, and each friend tells two of their friends, then we already have nine people ready to attack. Doing this makes it easier to create order and hierarchy. This is also done to deter any traitors or turncoats in the group. Some of these groups go into faction servers, claim land, and make a legitimate faction. They will probably use the faction as a temporary "bank" for what they steal and make. They will build a secondary base, and will use this when they attack. They are highly armed, and are equipped with heavy enchants, potions, lava buckets, redstone, TNT, and whatever the Modifications on the server make available. They disband the faction, and move to the other base and create a new faction, (if they make one at all) and begin their attack, or they may each stay factionless (to avoid detection) and cause great destruction to large bases using the exploits above, communicating attacks via a third-party social platform. There is a hierarchy involving the status and rank of the players usually, there are generals of the troops that go to battle. They are on the battlefield. And they command the players to attack. But these generals get their orders from one player. This player is the equivalent to the "god father". They are never seen, although sometimes in the game anonymously. Several of these groups have primarily PvP champs, but most of them have hackers, x-rayers, cheat mods, and whatever they chose. Most times the hacker is the godfather or at least close to the top. They also have spies and intel groups. This is not the most usual case, but there are exceptions. Some of them have strategies that they commonly use. Some are griefing, personal raids, and singling out a player. For example, if they know that a player has valuables (diamonds, enchanted books, etc.) and they don't know where it is hidden, they may grief and threaten the player. PvP behind the scenes Your presence on a server is important for gaining allies or a following. If you want griefers or spawn killers on your side, be really nice to them. Most of them are notoriously good at PvP from practice, and giving them a reason to be on your side through making sure they never have to worry about starving or being hunted by others is a good way to avoid alienating them. Ironically, this may be the most effective way to make allies with random people, giving them full access to all of your resources and your considerable efforts to be hospitable will generally remove any want to take your items. (As always, this may backfire). If a server has an online dynamic map or if the Rei's Minimap mod is allowed (most likely), USE THEM. Rei's Minimap helps you understand what structures are ahead of you, and Online maps show everything and also show locations of players. Forgo any advantage you can get your hands on. Whether it'd be a Drop Party or an organized PvP match, participate in server events and you'll be known by most members in the server. This means people will have second thoughts of attempting to kill you. This one is obvious. Make sure to be friendly and caring with your members. Give items randomly to the squadron. Make an Army, Navy, and Air Force if you must, but let them mingle. Give crate keys to your teammates if the server has a crate system. And make sure to not act stuck up. Listen to their opinions. If you want a Mega-Uber Skull Laser Chainsaw Castle of Death™, and your friend wants a smaller base, compromise. Let's say you're on a faction server and you have many enemies. Your base has not been found until now. Two players each holding a Sharpness V, Fire Aspect II, Knockback II sword and wearing Protection IV armor are directly outside your base setting up a TNT cannon. You should always have defenses that are innately active, such as obsidian and water to negate explosions and if available, a spawner that can funnel out mobs on command (go exploring for spawners) to distract and dangerously deter, or snow golems to break armor. If you have these, don't jump down and PvP. Wait for the spawning mobs to break their armor, or call for your faction members and allies to assist in defeating the enemy. In these cases, booby traps are good, so set up booby traps everywhere where the enemy can't find them. In fact, make some that are meant to make the enemy know about the traps but it itself is a trap. These work as warnings and signals. Use tripwires and wool under them to use as signals for example. If you're building a massive fortress near the spawn, a griefer or simply a plain idiot might run behind you and kill you, disassemble your fortress and run off with your materials. Well, the easiest method to prevent this is to build your house away from spawn and try to survive a good distance away from spawn. It is usually a good idea to use a home-setting command around this area where you wish to live, as if it is a long way away from spawn and you die, it's a long walk, or mad chase if there are spawnkillers with diamond armor and enchanted diamond swords. Using the /home command if you used /sethome cuts the time getting to your safe zone drastically, usually having the spawnkillers and griefers be dazzled in confusion. The best way to keep your most precious valuables is to put them in an ender chest. Then put a chest in your house with basic invaluable items in it (with a few valuables mixed in to help fool them), and bury a chest with 8 obsidian, an eye of ender, a crafting table, and other less semi-valued objects in it a short way away from your house. Even if your entire house is a crater and the ender chest you placed is destroyed, the chest you buried will still be safe, and you can craft an Ender chest with what is in it to access all your valuable items and loot in there, as well as the loot in your actual chest. Getting started on a server The following is a step-by-step tutorial on how to survive while being new to a PvP server. Follow in this order: Tip: You must have a fallback in your base in the case of hard times. This means: A lot of times in single player survival Minecraft, you are going to need something. In factions, you are going to need it a lot more because you are competing with other people for it. Some ways to get it faster: Despite lag making people randomly visually act, cause injury because of damage just showing up, and crash the server, it may still be useful instead of a nuisance if you know how to control it to your advantage. Whenever you hit someone under the effects of a lag spike, there is a chance that they won't be hurt and can escape. You can use this time to run when a lag spike comes, therefore you may escape if necessary. Keep in mind, lag also delays redstone machinery, meaning if there's a staircase that only activates when you're on a pressure plate, you can get up easier. There is that one case of being left for green. This means that your squad disbanded, you are out, all alone with maybe a few enemies a kilometer or two behind you looking for you, and you're starving. Be independent. What if nobody is there stupid to help you? What if your leader takes all the valuables and leaves their troops out to die? You must gather resources, get help of any kind, whether it be a lone man just with a stone toolkit or a juggernaut in Protection IV armor, and you must be careful and start your own faction. Tip: Since anyone can be bought…eventually, keep your own secret, hidden, well guarded bases. Never tell anyone about it. It is for you and only you. Be smart with what you learned. Many people know how to make traps. That is good on one hand, but on another, they might not know how to use their knowledge to their advantage. Combine traps and improvise offline. Think first before charging ahead to do something. Think first of the necessities, which are supplies, and deal with the secondary needs after. If you stand no chance, save what you can save and run. If you're nearly killed, and have no hope of victory, run. And don't let yourself be lured into 1-on-1 PvP unless you can win. Use your mind over your in-game muscles. Most important is to use your environment wisely. For example: if you're in a jungle biome, run into the trees and attack your enemies! If you're in a big NPC-village with iron golems: make your foe hit the Iron Golem, then run off and snipe the foe! If you're on a small island in an ocean biome: get a boat, sail a little away, and use your bow to take down that diamond-armor juggernaut! While in the Nether, surprise the enemy with a bed and kill them with the explosion! While in The End, spleef your enemy into the void for a sure victory! It will all be yours if you succeed! Your sword might be a strong weapon, but your bow is even stronger if you use your mind. Also, don't be scared to use potions: they can give you a great advantage over your non-potion using enemies. In other words, take into account all your advantages, all their advantages, and weigh the options. Sometimes, you need to guess and check. The most important ones are your advantages or disadvantages in: Be aware of your surroundings, even when playing casually, to avoid being ambushed. Let's say that your base is in the sky with a public chest containing some equipment. Then, all of a sudden, you come down with one teammate and realize that the base is being raided! In the chest, you find some string and cobblestone. The enemies are in iron armor. Now, if the raider's armor was not enchanted, then you're in luck. A stone sword against iron armor with no buffs deals a full heart of damage. A fully charged bow does about as much damage as a diamond sword. Even if you have no armor, you still somewhat stand a chance against those two since it's you and your teammate fighting them. You do not need to be the same size as long as you can beat them. If you and your teammate are strategic, let's say they stick together, and your enemy doesn't, then you are almost guaranteed to kill them, that is if both of you have at least stone swords and they are alone with an iron sword and full iron armor. If you got lucky enough to mine a diamond sword, bring that out too: if you can, enchant with even just Sharpness I, which will do about 5HP hearts every hit. If you somehow have gotten a Strength II potion, maybe by buying it on a server, then DRINK IT! It will multiply your damage by 3.6, so that 5HP, if you make that a critical hit (by falling when attacking) (will do 7HP hearts) WITH Strength II, then you just might have killed your opponent in one or two hits. You may be thinking that people who have lost so much that their anger is uncontrollable are going to go psycho to win and when people come with supreme equipment you should be scared out of your wits, since that "causes" adrenaline. No! Anger and fear are both factors to defeat. When either happens, whether it be an attempt to kill a player who has diamond armor with your fists or combat logging just because you are so scared that you have to go to the bathroom of fear of peeing in your pants, you will most likely forget all the tips you have learned until you get back to your senses. Avoid that. Now, you must stay calm. Run for cover, and don't stop to watch the deaths of your teammates. If you have one, drink a Potion of Swiftness (the second tier is highly recommended), and keep running. Do not turn back, do not look back, do think of what's back there, and do not stop. Just keep running until you reach safety, whether it be allied or peaceful territory, or a secret place. Don't stop. Stay sharp. Remember what's been said about not trusting anyone? Your turn to chip in to take a stab at backstabbing. Create peaceful factions for your team. Their only purpose is to earn supplies while being impossible to touch. If two players in diamond with enchantments come and raid your base, and you're 4 people in iron, and only you have a full set of diamond equipment, do not bring it out! It is obvious you don't stand much chance as you are overpowered. You do, however, need to keep potions of Strength and Speed at a minimum. Also, keep flint and steel, along with fire aspect swords and bows, along with you. And if you find generation errors that create gateways to the Void, use them. Don't forget to keep your dispensers loaded and ready to fire with arrows, damage splash potions, and fire charges. The reason why this equipment and these traps can beat people in diamond is because they go right through their armor. Nothing, not even diamond armor, can resist their effects (except for arrows. Fire, potion effects and Void damage are the only lethal things unaffected no matter what kind of armor.). Also, a potion of invisibility will mean no one will know where you are attacking from! Remember the gift of decoys. Say you have nothing at all and you were just a player that started in a faction war faction. Use your expendable condition. Say there is a hall of traps designed by a redstone scientist. Throw yourself at the traps, run like a madman, break those hidden redstone clocks, and just kill your player on those lethal traps so your faction can zip in and break a hole in their obsidian shield. To victory! On some servers, the PvP can take place in real life, as well. If you have many friends who play Minecraft, you can call them to join your (allied) faction, which will make strength in numbers. If one of your friends is good at persuading or knows a lot about strategy, that's even better! Also, if you know your in-game enemy well in real life, you can somehow reduce the time they can play or have a talk with them, so they may have a change of heart. No matter how your opponent fights, they are bound to have some kind of weakness. Wastefully attacking where they are well defended won't work, and you will usually have to change your plan accordingly. Is he not using a shield? Abuse yours extra hard by blocking all their hits. Debuffing you with splash potions? Chug some milk. Shielding your arrows and tridents? Whip out the Piercing enchantment. Not even the heavily-geared Netherite player is invincible: you can bypass their armor with splash potions and tipped arrows. This also brings to the next point: Just as you adapt to your opponent's tactics, your opponent will adapt to your tactics. If you see your opponent change their actions, think about why he is doing that. Don't rashly play into their hands. If your opponent just placed blocks to stop you from shooting them, stop shooting them and attack up close. Just as your opponent counters your actions, you need to counter their actions. Your plan of bypassing their Protection IV Netherite Armor with tipped arrows may be a sound plan, but if he starts holding down their shield, you'll have to change. If you, say, start shooting with your Piercing Crossbow then you're golden. As long as you are devising and implementing counters to your opponent's counterplay, then until your opponent figures out what to do in response, you have the advantage and you should press it. The longer one plays reactively rather than proactively, the more of a disadvantage they are at. It is said above regarding running in traps (refer to "Diamonds aren't the key to victory") being a tactic that will fool the enemy, this makes it a rather effective attack. Always use psychology as a weapon! When running into a row of tripwires, the enemy might find it as a suicide attempt and not as a double trap, although not likely since most people will tend to just chase you. However, if you have a circuit that makes it so that the first time somebody runs through it, there is a chance your enemy may think that it's a dud or just a scare for the raiders. Once they step over it, though, the trap activates. This makes it useful since it can make the enemy think you are intending to run away when you're instead luring them into a death trap. If you have any type of invisibility potion or maybe you are just good at not being noticed, you can easily lure the enemy away from your actual position, then jump-attack them when they are least expecting it. This can be the key to a neck-and-neck battle, where your enemy's equipment is as good as yours. Gallery See also Tutorial:Traps References Notes Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Ochre_Froglight] | [TOKENS: 319] |
Froglight Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Common Yes Yes (64) Any tool 0.3 0.3 Yes (15) No No No Pearlescent: 20 COLOR_PINK Verdant: 61 GLOW_LICHEN Ochre: 2 SAND A froglight is a light-emitting block that is obtained when a frog eats a tiny magma cube. It comes in three variants based on the variant of frog that eats the magma cube. Contents Obtaining Froglights drop as an item when broken with any tool or by hand. Breaking speed is always the same; no specific tool can break a froglight faster. A tiny magma cube drops a froglight when it is eaten by a frog. There are three colors of froglight that drop depending on what type of frog eats the magma cube: Usage Froglights have a smooth texture and can be used as light sources. They emit light level 15, the highest level possible for a light-emitting block. Froglights also melt snow layers within 3 blocks and ice within 4 blocks (taxicab distance). Froglights can be placed in three different orientations, similar to logs, deepslate, and basalt. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Froglight" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Ravager_Jockey] | [TOKENS: 1217] |
Ravager Jockey Regular Raid Captain Regular Raid Captain Regular Raid Captain Regular Raid Captain Rider (Pillager, Vindicator, and Evoker): 24HP × 12Rider (Illusioner): 32HP × 16 Ravager: 100HP × 50 Raids A ravager jockey is the appearance of a ravager ridden by an illager. They are found in various waves during raids. Contents Spawning Like ravagers themselves, ravager jockeys spawn only during raids in certain waves. Depending on the wave, they can have either a pillager, vindicator, or evoker rider. A pillager-ravager jockey spawns in wave 5 and the extra wave (wave 6). A vindicator-ravager jockey and an evoker-ravager jockey spawn in wave 7. Additionally, 0-1 pillager-ravager jockey and a vindicator-ravager jockey and an evoker-ravager jockey spawn in the extra wave (wave 8) in Hard difficulty. A pillager-ravager jockey spawns in wave 5. A pillager-ravager jockey and an evoker-ravager jockey spawn in wave 7. Ravager jockeys can also be manually spawned using commands. In Java Edition, the illusioner, an unused illager, can also be spawned using commands. By extension, illusioner-ravager jockeys can be created. Note: Ravager jockeys spawned this way cannot normally join raids. This can be configured using entity tags. Pillager-Ravager Jockey: /summon minecraft:ravager ~ ~ ~ {Passengers:[{id:pillager,equipment:{mainhand:{id:crossbow,count:1}}}]} Vindicator-Ravager Jockey: /summon minecraft:ravager ~ ~ ~ {Passengers:[{id:vindicator,equipment:{mainhand:{id:iron_axe,count:1}}}]} Evoker-Ravager Jockey: /summon minecraft:ravager ~ ~ ~ {Passengers:[{id:evoker}]} Illusioner-Ravager Jockey: /summon minecraft:ravager ~ ~ ~ {Passengers:[{id:illusioner,equipment:{mainhand:{id:bow,count:1}}}]} However, in Java Edition, almost any mob can ride a ravager with commands, see Tutorial:Summoning jockeys for more information. Pillager-Ravager Jockey: /summon ravager ~ ~ ~ minecraft:spawn_with_pillager_rider Raid Captain Pillager-Ravager Jockey: /summon ravager ~ ~ ~ minecraft:spawn_with_pillager_captain_rider Raider Pillager-Ravager Jockey: /summon ravager ~ ~ ~ minecraft:spawn_for_raid_with_pillager_rider Vindicator-Ravager Jockey: /summon ravager ~ ~ ~ minecraft:spawn_with_vindicator_rider Raid Captain Vindicator-Ravager Jockey: /summon ravager ~ ~ ~ minecraft:spawn_with_vindicator_captain_rider Raider Vindicator-Ravager Jockey: /summon ravager ~ ~ ~ minecraft:spawn_for_raid_with_vindicator_rider Evoker-Ravager Jockey: /summon ravager ~ ~ ~ minecraft:spawn_for_raid_with_evoker_rider Behavior Ravager jockeys combine the behavior and power of the ravager and their rider. Often times, their movement is controlled by the rider. They attack players, adult villagers, wandering traders, snow golems[BE only], and iron golems. Because of their illager rider, they also flee from creakings. Like regular ravagers, the ravager has a chance to become stunned for a few seconds when their bite is blocked with a shield. However, their rider can still attack while the ravager is stunned. Unlike most other jockeys, ravager jockeys can freely swim in water without immediately dismounting their rider. If a ravager jockey is fully submerged underwater it dismounts its rider, separating the jockey. The rider does not attempt to mount the ravager again after being dismounted. The specific behavior of a ravager jockey depends on the rider. When attacking, the jockey moves into range and stops in place as the pillager loads and fires its crossbow. They stay a small distance away from their target, but the ravager can still bite if it gets close enough. If the pillager is spawned without a crossbow or if it breaks, it becomes passive.[Java Edition only] However, the ravager remains hostile, chasing and attacking targets. When attacking, the jockey rushes towards their target. The ravager and vindicator both attack normally. If the vindicator is named "Johnny" it may attack the ravager, but the ravager never attacks it back.[Java Edition only] When attacking, the jockey rushes towards their target. The ravager bites while the evoker casts it spells, and the jockey slightly slows down as the evoker prepares to cast one. The evoker may sometimes accidentally damage the ravager with its evoker fangs, but the ravager never attacks it back. Summoned vexes damaged by the ravager’s roar do not attack it back. When attacking, the jockey rushes towards their target until they get into range. It then starts strafing left-to-right, keeping distance as the illusioner shoots arrows and casts its spells. The ravager can still bite if their target gets close enough. When the illusioner creates its clones, they appear floating in the air and also sitting. History Issues Issues relating to "Ravager Jockey" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Orange_Banner_JE2_BE2.gif] | [TOKENS: 66] |
File:Orange Banner JE2 BE2.gif Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 25 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Special:TalkPage/Template:Navbox_items] | [TOKENS: 2638] |
Template talk:Navbox items Contents items-individual pages? I believe the items should have individual pages. there simply too many items to group in tools, materials etc. thoughts?--Kizzycocoa 08:27, 9 November 2010 (CST) --- What about flint? Records/Music section? I think it would be best to have Records in their own section; they are an item with a specific use. Plus, there is likely to be more of them in the future. --Fishrock123 08:45, 10 November 2010 (CST) Template with images available for review As with the Blocks template, I've put a version of this template on my user page so that people can see what it looks like and decide if we want to include the images. DannyF1966 04:23, 10 November 2010 (CST) Are Reeds an item? Would Reeds be considered an item? I know it is placeable as a block, but it has an item-esquire Inventory/Held render. --Fishrock123 09:06, 10 November 2010 (CST) Another row? Me and some friends all agree that the Raw Materials row on this template should become 2 rows so you don't have to scroll to the right to see everything (when using a small monitor, laptop, etc), and it'll look neater anyway. What do you all think? EDIT: sorry, forgot sig! Chris32 19:59, 27 February 2011 (UTC)Reply Where's your sign? I noticed the items template lacks signs, which I think qualify as items. The template itself even appears on the 'sign' page. Should they be placed in the template under decorations? I think that best describes them. B0Boman 05:52, 17 March 2011 (UTC)Reply Map icon A map icon exists. Will the blank one in the template for Map be changed? Dunny 07:40, 7 May 2011 (UTC)Reply IE9 Problem with Template The scaling doesn't work on IE9 for some weird reason. It just barely fits the screen at 1920x1080 resolution. --KaizenNeko 23:48, 19 May 2011 (UTC)Reply Items vs. Blocks So looking at both of these templates, I'm wondering if several entries are in the correct template. Someone just reverted Trapdoors being under Template:Items, and yet Doors are still there. Some appear on both templates (ex: Signs, Torches, etc). Some that maybe should be blocks (they take up physical space in the world) only appear under items (ex: Beds, Paintings, etc). So what's the deal? What is considered "correct?" --Warlock 22:03, 26 May 2011 (UTC)Reply The distinction of "items" vs. "blocks" is unfortunately mostly clear-cut but shows some implemementation details. From an implementation perspective, a "block" is a resource that, when you are holding it, has the same internal numeric ID as when it is placed in the world (see data values), whereas an "item" is a resource that has an ID which cannot be a block ID (>256). However, some items can be placed and then create blocks. This is usually when the item takes some extra action (redstone updating) or creates a multi-block shape (doors and beds), and such items are marked with I on the data values table. So, this mostly corresponds to a user perspective that blocks are things that can be placed in the world and items are things that can't. Thus the possibility of dispute or confusion. Doors are technically items, but trapdoors are not (presumably because they only occupy one block). —KPReid 00:59, 27 May 2011 (UTC)Reply shears? Can someone give me a citation for this?–The preceding unsigned comment was added by Yurisho (Talk|Contribs) 12:46, 3 June 2011. Please sign your posts with ~~~~ Look at the Upcoming features page. Calinou - talk × contribs » 11:11, 3 June 2011 (UTC)Reply Informational? Should we put the clock, map, compass and maybe signs into an informational category? It would make more sense IMO. --{ Fishrock123 } (Talk) 21:54, 3 June 2011 (UTC)Reply Agree This was more than 2 years ago. Why hasn't this been done yet? The utility row is clogged up. Putting the sign (and even name tags, they are also quite informative) in the Informative Items row would be a small change, but it would be helpful to the least. --Neutral0814 (talk) 01:24, 29 October 2013 (UTC)Reply adding Experience Orb? I don't know if the Experience Orb is "confirmed enough" to enter this page at this stage, as it might in the end be complete fan fiction...BUT it does have a good base...--Yurisho 16:37, 15 June 2011 (UTC)Reply music discs We should make a unique link to the records page, as has been done for the flowers, mushrooms and doors; if the disks have two separate links (but that lead to the same page), we should do the same for the items that I mentioned above. --Ua 08:16, 29 July 2011 (UTC)Reply New Food items Can you guys like take the pictures we have and add them to the corresponding link?Link crop the photos and add them to the picture, so we can put them on the template?And let's make a future section on Cooked Porkchop with the new texture if that hasn't been done already. Sorry for the lack of punctuation, i'm short on time.Yours truly, Ajc_1254 21:12, 17 August 2011 (UTC)Reply Music Disc Wars WHAT THE CRAP DOES 'CLEAR YOUR CACHE' MEAN!?From Moi,Ajc_1254! 23:35, 21 August 2011 (UTC)Reply Water and lava buckets Time ago, I've added the links to the water bucket and lava bucket sections, but they were deleted because there isn't a separate page for them (water bucket and lava bucket respectively have sctions in Water and Lava pages). I think that this reason for not putting the links doesn't make sense: there isn't an Arrow page (it have a section in the bow page), but in this template there is the link. Anyway, I put the links and if you don't want them write a reason here. --Ua 12:53, 9 September 2011 (UTC)Reply Magma Cube Slimeballs? Although the Magma Cubes do not drop these mysterious items, they appear in the 1.9pre items.png underneath the normal slime balls. Could these be the magma cube balls? i dont have the permissions to make a page, add it to the template, or even provide a screenshot but you can look for yourself in the items.png (1.9pre) Er1c1996 17:31, 23 September 2011 (UTC)Reply Alchemy? Maybe we should group the items that are used purely (or primarily) for alchemy? It would be practically all items from Planned section + items that are available but unused in Beta, like slimeball? (yeah, I know Pistons. Screw them.)MaxKing 22:39, 16 October 2011 (UTC)Reply Merging "Manufactured" and "Decoration and Utility" I don't see the difference between those two groups. I think we should merge them. – Scaler (t) 17:40, 21 November 2011 (UTC)Reply Missing "Lapis Lazuli (Dye)" icon Is there a reason it is missing? The icon exists on its own page. -- PeterPanic (not yet registered), 20 March 2012 RE: Bottle o' Enchanting and Chain Armor Why are these items being recategorized to "Planned"? Bottle o' Enchanting and Chain Armor are both currently in the most recent official version of Minecraft. As of the most recent official version, these are both items that can be only found in Creative mode, and this does not make them "Planned". Since these items are currently in the game, and just because they can be legitimately obtained in a future version does not make them "Planned". ISQ Talk 19:27, 28 May 2012 (UTC)Reply Cactus How come Cactus isn't listed under plants? It's a plant, it can be harvested, and it grows. Gopher65talk 16:20, 29 July 2012 (UTC)Reply Cocoa Beans Cocoa Beans may be added to plants.–Preceding unsigned comment was added by 151.135.248.19 (Talk) . Please sign your posts with ~~~~ Planned "This category lists features that have appeared in snapshots but have yet to appear in an update." thats what the planned section reads. the minecart with despencer hasnt been in a snapshotKomaSixx 14:28, 7 March 2013 (UTC)Reply random parentheses What are those doing there? Can somebody remove them? ~Curiouscrab (talk) 21:18, 8 March 2013 (UTC)Reply Minecart with Command Block Minecart with Command Block shouldn't use the ? thing, as the texture is available. Lennbot (talk) 15:07, 4 October 2013 (UTC)Reply item 34 Before 1.7, it was possible to have item ID 34 (piston head) in the inventory, but now this item doesn't exist at all and having it hacked into villager trade options crashes the game when the item (empty space actually) is mouse-overed. Should it be included in "Removed" category in the template then? Xeoxer (talk) 18:16, 23 November 2013 (UTC)Reply Barrier Since the barrier has a separate texture for item form, and not a separate item form. Is it correct not to add it. --KnightMiner (talk|contribs) 04:36, 31 January 2014 (UTC)Reply Add Spanish please Hello, please add Spanish https://minecraft-es.gamepedia.com/Plantilla:Objetos es:Plantilla:Objetos –Preceding unsigned comment was added by Ryo567 (talk • contribs) at 08:09, 29 July 2014 (UTC). Please sign your posts with ~~~~Reply Upcoming from other versions This lists beetroot as an upcoming feature, which originally came from pocket edition. Should we list the items that are upcoming to the pocket edition from the PC version? MinecraftPhotos4U (talk) 14:52, 15 November 2015 (UTC)Reply Does every single potion really need a seperate entry in the removed items list ? Personally, I only see a need for 2 entries for potions in the removed items list. An entry for the old Beta 1.9_pre2 base potions (ex. Charming, Foul, Suave), and another entry for the functional reverted potions. This way the Removed section isnt like 90% useless potions that shared the same item ID and where never seen ingame --Antermc (talk) 18:28, 22 April 2020 (UTC)Reply Pumpkin Pies It says 2-3 can be bought with 1 emerald but i can by 4 for 1 emerald...– Unsigned comment added by 68.3.132.80 (talk) at 00:08, 25 April 2021 (UTC). Sign comments with ~~~~Reply Keep the variants for the boats with chests in the Vehicles list or merge them into one? I think adding every variant for the boat with chest is just unnecessary. I would replace it with this: Is it fine? Patred (talk) 02:53, 26 March 2022 (UTC)Reply Bundle Bedrock ("no experiment") ? The Bedrock editions do have an experiment of bundle, so why having the mention "no experiment" beside it ? Furthemore, now its in experiments, it should be moved i think ? ElGrenier (talk) 03:55, 6 October 2024 (UTC)Reply Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Spider_Jockey] | [TOKENS: 1060] |
Spider Jockey Skeleton, Stray and Wither Skeleton: 20HP × 10Bogged and Parched: 16HP × 8Spider: 16HP × 8 Hostile See § Spawning Skeleton, Stray, Bogged and Parched: Wither Skeleton: A spider jockey is the rare appearance of a spider or cave spider[BE only] being ridden by a skeleton or a stray, bogged, parched, or wither skeleton in Bedrock Edition. Contents Spawning When a spider spawns, there is a 1% chance for a skeleton mob to spawn riding it. Spider jockeys can spawn in almost all scenarios where a regular spider can spawn. This includes areas of light level 0, monster spawners, trial spawners, and via spider spawn eggs. Spider jockeys spawned in narrow enclosures can cause the skeleton rider to die of suffocation, due to the spider climbing the walls and forcing the skeleton into the ceiling. They can also spawn in a 1-block tall space with a transparent block above, which prevents the skeleton rider from suffocating in it. The skeleton can spawn with armor and/or an enchanted bow, and, in Java Edition, the spider has a chance to spawn with various status effects in Hard difficulty. See Skeleton § Geared skeletons and Spider § Status effects for details. In Java Edition, only skeletons can spawn as part of a spider jockey. A skeleton rider can turn into a stray without dismounting by staying in powder snow for 7 seconds (140 game ticks). In Bedrock Edition, when spider jockeys are spawned in snowy biomes, the skeleton has an 80% chance to spawn as a stray instead. When spider jockeys spawn in a swamp or mangrove swamp biome, the skeleton has an 80% chance to spawn as a bogged. When spider jockeys spawn in a desert biome, the skeleton has an 80% chance to spawn as a parched. Similarly, if spider jockeys are spawned anywhere in the Nether (via spawn eggs or commands as spiders/cave spiders cannot naturally spawn in the Nether), the skeleton has an 80% chance to spawn as a wither skeleton. Like regular skeletons; stray, bogged and parched riders have a chance to spawn with an enchanted bow and/or armor. Wither skeletons never spawn with an enchanted sword or armor. Skeleton, Stray and Wither Skeleton: 20HP × 10Bogged and Parched: 16HP × 8Cave Spider: 12HP × 6 Hostile See § Spawning Skeleton, Stray, Bogged and Parched: Wither Skeleton: In Bedrock Edition, cave spiders also have a 1% chance to a spawn as a spider jockey. Cave spider jockeys can spawn in almost all scenarios a regular cave spider can spawn. This includes monster spawners, trial spawners and via the cave spider spawn egg. In Java Edition, cave spider jockeys can only be summoned with commands. Behavior While both mobs in the jockey have their own behaviors, only one will control the spider jockey’s movement. In Java Edition, the jockey’s movement is controlled by the skeleton, while in Bedrock Edition, the movement is controlled by the spider. The spider can walk and climb at its normal speed and is not weighed down by the skeleton rider. The skeleton can shoot arrows and pick up equipment it finds. When a spider jockey enters a body of water, it will sink. If the jockey is submerged in water at least 2 blocks deep, the skeleton rider will be forcibly dismounted from the spider, separating the jockey. The skeleton cannot remount the spider after. Like with regular spiders, cobwebs will not slow down spider jockeys. A cave spider jockey behaves almost identically to a regular spider jockey, with the main difference being that it moves slightly faster and can maneuver through tighter spaces. In Java Edition, the movement of the spider jockey is controlled by the skeleton. When the jockey is exposed to daylight and the skeleton rider catches on fire, it seeks any nearby shade or water and moves there to avoid burning. When attacking, the spider jockey will strafe and try to keep distance from the target while the skeleton shoots arrows. The spider cannot attack or lunge while it is being ridden. In Bedrock Edition, the movement of the spider jockey is controlled by the spider. When attacking, the spider moves towards and lunges at the target while the skeleton rider shoots arrows. Stray, bogged, and parched riders behave identically to skeletons. Wither skeleton riders attack up-close with their sword. If the skeleton rider picks up any item or weapon other than a bow (such as a sword or axe), it attempts to get up-close and attack through melee. In both editions, the spider and skeleton rider cannot attack each other. History Issues Issues relating to "Spider Jockey" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Ominous_Banner] | [TOKENS: 618] |
Ominous Banner Uncommon Yes Yes (16) 1 1 No Yes JE: NoBE: Yes No Yes An ominous banner is a special uncraftable variant of the banner obtained from raid captains and pillager outposts. Contents Obtaining Ominous banners can be broken with or without a tool, but an axe is fastest. A ominous banner also breaks and drops itself as an item if the block the banner is attached to is moved, removed, or destroyed. Ominous banners are carried by raid captains. They are located in pillager outposts. In Java Edition, the ominous banner cannot be crafted or copied because the design uses 8 patterns. In Bedrock Edition, the ominous banner is a separate type that cannot be placed in a loom. Ominous banners have the following pattern: White banner[JE only] Separate type entirely[BE only] Illagers that spawn carrying an ominous banner always drop it upon death. Usage Ominous banners are a special type of banner in the game as they have more than 6 patterns, and as such cannot be crafted. Ominous banners have the same placement functionality as regular banners. While an ominous banner cannot be equipped in the head slot in Survival mode, equipping it using commands causes it to appear on top of the player. This is how raid captains wear banners[JE only]. While an ominous banner cannot be equipped in the chestplate slot in Survival mode, equipping it using NBT editors causes it to appear on top of the player. This is how raid captains wear banners[BE & edu only]. Since ominous banners have more than six patterns, adding it to the shield causes the banner to be reduced to six patterns on the shield. Unlike normal banners, ominous banners cannot be copied to make additional copies of the ominous banner. Like regular banners, ominous banners can also serve as a map marker, having the same functionality as regular banners when used for marking points on a map. An ominous banner can be given a custom name that remains as the ominous banner is placed and retrieved. The player can use an anvil to rename the ominous banner item, or may change the CustomName tag using the /data command on the ominous banner block. Ominous banners can be used as a fuel in furnaces, smelting 1.5 items per banner. Ominous banners can be placed under note blocks to produce "bass" sounds. Unlike a regular banner, ominous banners can't be used in a loom to apply patterns. Sounds Java Edition: Bedrock Edition: Java Edition: None Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Floor Wall Bedrock Edition: An ominous banner has a block entity associated with it that holds additional data about the block. Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Ominous Banner" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Thunderstorm] | [TOKENS: 1342] |
Thunderstorm A thunderstorm is a somewhat uncommon and dangerous weather condition. Contents Behavior Thunderstorms are an uncommon temporary, global occurrence that can happen randomly at any time, within the Overworld. Whether it rains, snows, or no precipitation is active during a thunderstorm varies depending on the temperature of the biome, as well as the current altitude. Thunderstorms can be skipped entirely with the use of a bed, regardless of the time of day. Effects As with rain and snow, the sky is darkened and the sun, moon, and stars are no longer visible. In Bedrock Edition, the sky color is changed to rgb(51, 51, 51), which is blended with a weight of 75% with biome and rain sky colors. The sun and moon are still visible in dry biomes in Bedrock Edition. Thunderstorms darken the world, causing the light level from the sky to visually decrease to 10. The clouds darken from white to dark gray (95% rgb(30, 30, 30) in Bedrock Edition), although clouds themselves do not precipitate or create lightning. Fog is colored #666666 ( #403C44 in pale gardens), and is much denser, decreasing view distance by 30%. While the sun is not visible during rain, the glow associated with sunrise and sunset is still visible. Unlike during regular rainstorms or snowstorms, the sky light level is reduced by 10 for the purposes of hostile mob spawning, which allows hostile mobs to spawn at any time of day as long as the block light level is 0, even in dry biomes which have visibly full daylight in Bedrock Edition. Lightning is a lethal element of thunderstorms. Lightning momentarily increases the sky light's brightness to slightly greater than full daylight, which is rgb(204, 204, 255) in Bedrock Edition, blended with other colors with a weight of 45%. Lightning strikes randomly and creates fires (only on normal and hard difficulty) in a 2 block radius where it strikes. Such fires act normally, igniting all flammable materials, detonating TNT, and even activating nether portals. The lightning itself, however, is not destructive and does not destroy blocks. While most fires are extinguished by the rain, areas that block rain can allow the fire to spread, and any netherrack, magma blocks, soul sand, or soul soil lit by lightning is not extinguished by the rain. Most entities struck by lightning are dealt 5HP damage (sometimes twice in succession) and are set on fire, which may cause additional damage. Boats (including boats with chests) may be destroyed entirely leaving nothing behind. If the player is killed by a lightning strike, the death message appears: "<player> was struck by lightning". This message does not display if the player was killed by the fire created by a lightning bolt. Lightning in Bedrock Edition changes color from white to orange at sunset, and appears brighter during the daytime. Lightning may be manually summoned with the /summon lightning_bolt command. It is summoned as an entity, and it can be referred to by commands or selectors. Lightning is also spawned when a trident enchanted with Channeling is thrown and strikes a mob or a lightning rod during a thunderstorm. On graphics settings lower than Fabulous!, water is invisible when seen through lightning. A lightning strike affects certain mobs differently: On peaceful difficulty, pigs and villagers take damage normally. For each loaded chunk, every tick there is a 1⁄100,000 chance of an attempted lightning strike during a thunderstorm. From this probability, if ≈201 chunks are loaded (from a radius of 128 blocks from the player to the center of each chunk) then 90% of the time up to 5 lightning strikes occur in the world each minute, with an average of approximately 2.4 lightning strikes each minute. When lightning is to strike, random X and Z coordinates within the chunk are chosen, and the block just above the highest block that is liquid or obstructs movement is chosen for the lightning strike. If a lightning rod is nearby, it strikes the rod instead. Then if there are any living entities that can see the sky in a 3×h×3 region from 3 below the target block up to the world height, one such entity is selected at random and the lightning target is moved to the block the entity stands in. The target block is checked again for the following conditions: If these conditions pass, lightning strikes. When lightning strikes, all entities within a 6×12×6 region horizontally centered on the northwest corner of the target block with the bottom edge 3 below the target block are struck by lightning. Multiple passes are made over this region, so items dropped during an earlier pass may be destroyed during a subsequent pass; damage immunity usually prevents struck mobs from taking more than 5HP damage. Non-solid blocks (such as redstone, torches, and snow layers) are not directly affected by lightning. Since lightning is an entity with the ID "lightning_bolt", it can be summoned with /summon, although it cannot be ridden with /ride. Thunder is a sound event that occurs every time lightning strikes. Every player within 160 thousand blocks and in the same dimension hears the thunder. The ability to hear thunder affects multiplayer, as it is possible to hear lightning strike at someone else's base or use a modded Minecraft client to determine the direction of every strike in the world the player is in. Using the direction of strikes, it is possible to triangulate the coordinates of lightning strikes. Worried pandas are also scared during thunderstorms. Because lightning bolts only happen in loaded chunks, this can be used to, for example, know where the other player is in a multiplayer world with only two players. Lightning strikes within a radius of 128 blocks (Java Edition) or 64 blocks (Bedrock Edition) of a lightning rod are redirected to the rod, emitting a redstone signal. This can be used to prevent flammable structures from being struck by lightning, or intentionally direct lightning toward or away from mobs. During a thunderstorm, they emit spark-like particles, even in biomes where lightning doesn't strike. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Lightning bolts have entity data associated with them that contain various properties. Java Edition: Bedrock Edition: Advancements History Issues Issues relating to "Lightning" or "Thunder" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Strider_Jockey] | [TOKENS: 579] |
Strider Jockey Zombified Piglin: 20HP × 10Strider: 20HP × 10 Zombified Piglin: Neutral Baby Strider: Passive See § Spawning Zombified Piglin: A strider jockey is the appearance of a saddled strider being ridden by a zombified piglin. Strider jockeys can also spawn as baby striders riding adult striders. When this happens, the adult strider is never saddled. Contents Spawning Adult striders have a 1⁄30 chance to spawn being ridden by a zombified piglin. The strider spawns wearing a saddle, while the zombified piglin spawns with a warped fungus on a stick in its hand, replacing the usual golden sword or spear. The zombified piglin can also spawn as a baby.[JE only] In Java Edition on Halloween, there is a 22.5% chance for the zombified piglin to spawn wearing a carved pumpkin on its head, and a 2.5% chance to spawn wearing a jack o'lantern. Adult striders have a 1⁄10 chance to spawn being ridden by a baby strider. Drops The zombified piglin and strider each drop mostly the same items they normally would (see Zombified Piglin § Drops and Strider § Drops). There are two (three in Bedrock Edition) notable differences: Behavior The movement of the strider jockey is controlled by the zombified piglin. Because of the strider, the jockey will move faster while in lava and slower when on land. Like zombified piglins, these strider jockeys are neutral towards the player and other mobs. They are angered when the rider or any nearby zombified piglin is attacked, resulting in the strider jockey attacking the aggressor via melee. They also pathfind towards and stomp on turtle eggs. Unlike players, the zombified piglin cannot “use” the warped fungus on a stick and force the strider to move faster. When the rider is killed, the strider becomes passive. Additionally, the strider can immediately be ridden by the player due to spawning with a saddle already equipped. The saddle is dropped upon the strider's death. The strider cannot be tempted by a warped fungus or warped fungus on a stick while being ridden by the zombified piglin[JE only], but it can be leashed. The strider’s saddle cannot be removed using shears while the zombified piglin is riding it. The baby strider can still be fed and grow up, and it does not dismount the adult strider when it does grow up. The top adult strider can be ridden. History Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Orange_Bed] | [TOKENS: 2909] |
Bed Yes No Any tool 0.2 0.2 No Yes JE: NoBE: Yes No JE: YesBE: No 3 WOOL A bed is a dyeable utility block that allows a player in the Overworld to sleep through the night and reset their spawn point to within a few blocks of the bed, as long as it is not broken or obstructed. Contents Obtaining No tool can accelerate the breaking process of bed. Bed drops itself when it's destroyed. Igloo Village Trial chambers Usage Beds are used by pressing the use item button while looking at the bed. A player sleeps by using a bed during a thunderstorm, or at night (between 12523 and 23477 ticks in clear weather, when stars appear in the sky, or between 12002 and 23998 ticks in rainy weather). Players can sleep during a thunderstorm even if they are in a biome where it does not rain (e.g. desert). Attempting to use a bed at any other time results in the message "You can sleep only at night or during thunderstorms" in Java Edition or "You can only sleep at night and during thunderstorms" in Bedrock Edition. A player sleeps in a bed for 101 in-game ticks, or 5.05 seconds before the time skips to the next day. Sleeping in a bed with the /gamerule doDaylightCycle set to false results in the player being kicked out of the bed after the 101 ticks, but does not change time of the world to day. Sleeping in a bed is possible only in the Overworld. Attempting to sleep in a bed in the Nether, the End, and custom dimensions[JE only] in which they are disabled causes it to explode and set fire to surrounding blocks. The explosion has power 5, which is stronger than TNT (4), but not as strong as a charged creeper or end crystal (6). The explosion centers on the head part of the bed. Villagers can sleep normally in any dimension without the bed being blown up. Upon death from a bed explosion, the message "(Player) was killed by [Intentional Game Design]" appears. In Bedrock Edition, bed explosions can be disabled by setting /gamerule respawnBlocksExplode to false; this still prevents beds to be used in invalid dimensions. The player must be close to the bed to sleep. If the player is close enough to interact with the bed, but not close enough to sleep in it, the message "You may not rest now, the bed is too far away" in Java Edition or "Bed is too far away" in Bedrock Edition appears. To use a bed, a player must be within a distance of 3 blocks in Java Edition or 2 blocks in Bedrock Edition from the bed. If a monster is within 8 blocks of the bed head horizontally (in the X- and Z-axis), and 5 blocks vertically (in the Y-axis), the message "You may not rest now, there are monsters nearby" appears and the player is prevented from sleeping until the monsters leave or are killed. Most hostile mobs, as well as some neutral mobs prevent players from sleeping, as shown in the table below. If the player has not entered a bed and didn't die for 3 in-game days, phantoms can spawn unless /gamerule doInsomnia is set to false. In Java Edition, this can be verified by checking if the "Time Since Last Rest" statistic is greater than 1.00 h. Taking damage from any source while in a bed causes the player to wake; this means players cannot sleep while on fire, while poisoned, or while starving, because the damage wakes them before they can fully fall asleep. Attacks from other players and hostile mobs also wake the player in this way, although the latter is rarely seen due to hostile mobs typically preventing the bed from being entered in the first place. The player also cannot sleep in a bed occupied by another player, resulting in the message, "This bed is occupied". A player can, however, sleep in a bed being used by a villager. The player may first wake the villager (pressing use on the villager) and then quickly enter the bed before the villager can lie down again. The villager reclaims the bed after the player wakes. The villager is kicked out of its bed when a player attempts to sleep there. If all sleeping requirements are met and the player enters a bed, the player is positioned in the bed. The player falls asleep as the screen fades to black. In Bedrock Edition, the sleeping animation slowly lowers the player into bed. Once all players in a world are asleep, after 5 seconds (100 ticks) the time of day changes to sunrise. (time 0) During this time, the chat window is focused, and the player can leave the bed by clicking the Leave Bed button. Waterlogged beds[Bedrock Edition only] cannot be slept in unless the player or villager has the Water Breathing or Conduit Power status effects. Attempting to use a waterlogged bed otherwise does not display any message. In Java Edition, beds displaying an error above the hotbar is a feature exclusive to beds. In Bedrock Edition, the bed sends the message in the chat; other blocks that cannot be used do not display such a message. The process for determining where to put the player after waking up is the same as for determining where to respawn the player after death (see below). The player attempting to sleep in a bed with no suitable wakeup positions (achievable by interacting with the bed from underneath it), such that the player will suffocate upon waking up, will result in the message "This bed is obstructed". The player always wakes up facing the head of the bed. Villagers always wake up on top of the bed, meaning they can suffocate if there isn't enough room above the bed. Sleeping changes the time of day to sunrise and resets the weather cycle, changing the weather to clear conditions. In Java Edition, the weather cycle resets only during rainy or snowy weather. Sleeping does not accelerate processes that take place over time such as the growth of crops or smelting. To skip the night in multiplayer, all players in the Overworld must be in bed at the same time. Pressing the Leave Bed button is not necessary in this case. The percentage of players that need to sleep to skip the night can be customized with the game rule playersSleepingPercentage. Sleeping in a bed while playersSleepingPercentage is set to higher than 100 displays the message "No amount of rest can pass this night." and disables passing the night. Villagers are unable to skip the night by sleeping in beds, unlike players. Players and villagers do not drown or take damage from lava while in a bed, even if the bed is covered in lava. However, if the bed is destroyed while the player is in it, due to for example an explosion or by another player, the player wakes prematurely and the night does not pass. In Bedrock Edition, on Peaceful difficulty only, sleeping in a bed fully restores the player's health. Once a player has entered a bed (or right clicked the bed during daytime), their spawn point is set to the location of that bed. Multiple players can set their spawn point on a single bed. Using a bed in the daytime likewise sets the spawn point, without actually entering the bed. When a bed explodes, it does not set the spawn point. The message "Respawn point set" is displayed in chat when the respawn point is successfully changed. The check for a bed is made only when the player respawns. This means that the bed can be destroyed and replaced or even reoriented, but as long as there is a bed present in the same location, the player can respawn there. If a player's bed is absent, or if the area around the bed is made unsuitable for respawning (see below), a message is displayed saying "You have no home bed or respawn anchor, or it was obstructed" in Java Edition or "Your home bed was missing or obstructed" in Bedrock Edition, and the player respawns at the world spawn point. When choosing where to respawn the player, the two blocks to the immediate left and right of the head of the bed are considered first. Which block is chosen between the two corresponds to which direction the player was facing when they last interacted with the bed to set their spawn point; For example, a bed facing west will respawn the player on the south side of the bed if they are facing towards the north while setting their spawn point, and vice versa. If the player is perfectly aligned with the bed when the spawn point is set, the right side of the bed takes priority. Interacting with the bed again will still update which side of the bed is chosen for respawning, even if the location of the spawn point itself does not change. Once a side is chosen, if the block immediately on the chosen side of the head of the bed is obstructed, the next block to be checked is chosen moving in a clockwise (right side) or counterclockwise (left side) direction around the bed. If all of the 10 blocks immediately adjacent to the bed are obstructed, the block above the head of the bed is checked, followed by the block above the foot of the bed. The player is always respawned facing the head of the bed, the same as for waking up. For a location to be unobstructed, the block at the level of the bed must be air or non-solid (e.g. torches, but not glass) and there must be a space with a solid block below it and two non-colliding blocks for the player to stand in 0-2 blocks below the bed. It does not matter if the bed itself has blocks above it. Putting a slab one block above a bed can act as a two block tall space, as the bed is half a block tall. The bed never spawns the player directly below itself even if all other locations are obstructed. If a bed is obstructed, the player's spawn point is cleared after they respawn. That is, even if the bed is subsequently made usable again, the player continues to respawn at the world spawn until interacting with the bed again. Specifically, when interacting with it, the location of the head of the bed is saved as the spawn point, and if a bed is in that space (whether it is the foot or the head) then the respawn works. This can be observed by reorienting the bed with its head in the same location. Interacting with it does not produce a "Respawn point set" message as the game doesn't change the saved spawn point. If a bed is reoriented so that its foot is in this space, it still functions on the next respawn, but it can also be interacted with to update the spawn point to the new head of the bed and cause a "Respawn point set" message. Attempting the reverse, reorienting the bed so that it overlaps the original location of the foot, results in a respawn at world spawn. However, the location of the foot of the bed is also saved. If the bed is moved so that part of it overlaps the original location of the head, it can be observed that the same locations need to be obstructed to stop spawning. It is possible to respawn 2 blocks away from the bed this way. Falling onto a bed bounces the player with 66% strength – the bouncing-up velocity is 66% of the impact velocity. The player also takes less fall damage when bouncing on a bed. The player's fall distance is set to 50% of the actual distance fallen, which results in the player taking half of the normal fall damage. Baby villagers bounce on beds during the day. If the player is falling while sleeping requirements are met, and presses use on a bed within reach before hitting the ground, the fall damage is delayed until the player wakes. A player can bounce on a bed while another player or villager is sleeping on it without waking the player or the villager up. Villagers can be pushed onto beds, as the bed is half a block tall. Each bed in the vicinity of a zombie villager has a chance to speed up the process of curing the zombie villager. Iron bars (such as in a prison cell) also have this effect. Beds require two blocks of floor space. Placement requires at least 2 blocks from the player's facing direction. When placed, the foot of the bed is placed on the block selected and the head of the bed on the block farther away from the player. In Bedrock Edition, beds require solid blocks below them when placed. However, the bed remains in place if its supporting blocks are later removed. They also cannot be placed on transparent blocks. In Java Edition, beds do not require supporting blocks and can be placed anywhere, provided there is enough room. Because beds explode when a player attempts to sleep in the Nether or the End, they can be used as any other explosion, to demolish blocks or deal damage, with the advantage of being extremely cheap compared to TNT or end crystals, and being instantaneous. Explosions can be used, for example, to mine for ancient debris or to kill the ender dragon. In Bedrock Edition, beds do not explode if /gamerule respawnBlocksExplode is set to false. Beds are destroyed when a piston tries to push them. They are not pulled by sticky pistons. Sounds Java Edition: Bedrock Edition: Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: In Bedrock Edition, bed items use the following data values: Java Edition: Bedrock Edition: A bed has a block entity associated with it that holds additional data about the block. Java Edition: Bedrock Edition: Achievements Advancements History For a more in-depth breakdown of changes to textures and models, including a set of renders for each state combination, see /Asset history Issues Issues relating to "Bed" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Orange_Concrete.png] | [TOKENS: 80] |
File:Orange Concrete.png Summary Render of an Orange Concrete block. Minecraft's textures No information available. Please correct this! File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 29 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Orange_Concrete_Powder.png] | [TOKENS: 82] |
File:Orange Concrete Powder.png Summary Render of an Orange Concrete Powder block. Minecraft's textures No information available. Please correct this! File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 29 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Orange_Concrete] | [TOKENS: 338] |
Concrete Yes Yes (64) 1.8 1.8 No No No No Concrete is a block created when concrete powder touches water. It comes in the sixteen dye colors. Contents Obtaining Concrete requires a pickaxe to be mined. When mined without a pickaxe, it drops nothing. Red and white concrete can be found in trial chambers throughout many various murals in an atrium. Concrete is formed when concrete powder comes into contact with a block of water (source block, flowing or waterlogged[Java Edition only]). If next to a waterlogged block, it must be adjacent to the sides where water can flow out from, such as the open sides of stairs, but not the back side of stairs or any sides of waterlogged leaves. Concrete is renewable as all of the crafting ingredients of concrete powder are renewable. However, without glitches, sand is renewably obtained only through the wandering trader, which spawns infrequently and allows a limited number of trades per spawn, making it impractical to obtain sand (and by extension, concrete) through renewable means. Usage The bright and solid colors of concrete make it useful for decoration. It has more pronounced colors than stained terracotta, and unlike wool, is not flammable. As a building material, its hardness is slightly higher than stone, but its blast resistance is significantly lower. Concrete can be placed under note blocks to produce "bass drum" sound. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Videos History Issues Issues relating to "Concrete" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References External links Navigation Navigation menu |
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