Endermen die when falling from a height of more than 22 blocks, since it is at the 23rd block that the damage from the fall exceeds the remaining health of the mob. Standard enderman has a reserve of 40 units of health, and each falling block after the first three deals one unit of damage, which makes the critical mark at 23 blocks. However, there is an important nuance associated with their unique ability to teleportation, which can reset the fall counter and save a mob from death even at a higher altitude.

For successful construction pearl farms It is necessary to take into account not only the mathematics of damage, but also the mechanics of the behavior of these creatures. If you plan on automated resource collection, you need to create conditions where teleportation is blocked or minimized. Otherwise the mob may simply disappear from the affected area, moving to a safe platform or off the map, making the farm ineffective. Understanding the exact height of the fall allows you to design a trap that guarantees 100% lethality without the use of additional weapons.

It is important to note that in different versions of the game Minecraft (Java Edition and Bedrock Edition) there may be minor differences in mob behavior, but the basic formula for calculating fall damage remains the same. This means that a design that works on version 1.20 will also be effective on newer builds. Below we'll take a closer look at damage mechanics, the impact of armor (although endermen don't wear it), and ways to optimize fall height for maximum loot yield.

Mechanics for calculating fall damage

The basis for understanding at what height endermen die is the basic fall damage formula in the game engine. Damage begins to be calculated only after overcoming the first three free fall blocks. This means that falling from 3 blocks does not cause any harm, from 4 blocks - 1 unit of damage, from 5 - 2 units, and so on. The formula looks like this: Damage = Fall_height - 3.

Since a standard enderman has 20 hearts (or 40 health), 40 points of damage must be dealt to instantly kill him. Simple arithmetic suggests that 40 points of damage accumulate by the 43rd fall block. However, this is where the β€œfinishing off” mechanic comes into play. If a mob has 1 health unit left (half a heart), it is still alive. To be guaranteed to kill a mob, the damage must be strictly greater than or equal to its current health.

  • πŸ“‰ Falling from 22 blocks deals 19 damage, leaving the mob alive.
  • πŸ’€ Falling from 23 blocks deals 20 damage, which kills a mob with 40 HP under normal conditions (taking into account difficulty multipliers).
  • πŸ›‘οΈ In Hardcore mode or under certain spawn conditions, the mob's health may vary, but the base indicator remains 40 HP.

⚠️ Warning: Don't forget that if the Enderman lands on a block with reduced fall damage (such as a haystack or slime), he will survive even from a higher height. For trusses, use only solid blocks.

It's also worth mentioning that fall damage stacks with other damage. If you want to build a more compact farm, you can reduce the drop height but add one sword hit or shot. However, for fully automatic systems, reliance on a clean fall is standard. B Java Edition calculations are made by the server with high accuracy, which eliminates the random survival of mobs due to lags if the design is done correctly.

Teleportation factor and survivability

The main enemy of endermen farmers is not height, but their ability to teleport. When an Enderman takes damage, he has a high chance of instantly moving to a safe location. This also happens when taking fall damage. If a mob teleports while falling or immediately after landing but before receiving fatal damage, it may survive.

The mechanic works like this: when receiving damage (including from a fall), the game checks the chance of teleportation. If the teleportation is successful, the fall counter is reset and the mob continues to fall from a new point or ends up on the ground unharmed. This is why at high altitudes (more than 30-40 blocks) endermen often survive by simply teleporting to the ground. To avoid this, farms are built at the minimum height required to cause death, or mechanisms are used to block teleportation.

Blocking teleportation is achieved in several ways. The most common is to use trolleys. When an enderman is in a minecart, he cannot teleport. The second way is to create a β€œtorture chamber” where the mob is forced into a narrow space (1 block high), which also limits its capabilities. In such conditions, the calculation of a height of 23 blocks becomes absolutely accurate and reliable.

πŸ“Š How do you prefer to get pearls? Manual hunting in the Land
Automatic farm:Trading with piglins:Using cheats/commands

B Bedrock Edition teleportation behavior may differ from the Java version. Here mobs can teleport more often or, conversely, less often depending on the load on the chunk. Therefore, when building a farm on consoles or phones, it is recommended to make a height reserve or use more complex mechanisms for holding the mob, for example, a flow of water, which does not allow it to go far from the point of fall.

Optimal height for a pearl farm

When designing a truss, choosing the correct drop height is critical. As we found out, the magic number is 23 blocks. However, to take into account possible rendering bugs or physics features in different versions, experienced builders often add a small margin. The optimal height for a waste shaft is considered to be 24-25 blocks.

If you make the mine too high (50 blocks for example), you won't get any benefit since the mob will still die on the 23rd block, but you will increase the risk of it teleporting during the long fall. If you make it too low, the mob will survive and you will have to finish it off manually, which reduces the efficiency of the farm. Therefore, sticking to the 23-25 ​​block range is the gold standard.

  • πŸ—οΈ Height 23 blocks: Minimum required for death, maximum risk of survival due to teleportation at the last moment.
  • πŸ—οΈ Height 24-25 blocks: Optimal balance, guaranteeing death and minimizing the chance of life-saving teleportation.
  • πŸ—οΈ Height 30+ blocks: Excessive, increases the load on the server and the risk of the mob disappearing.

It is also important to consider the height of the truss mechanism itself. If you are using a spawn platform, it should be at an altitude where light does not exceed 7 (for normal spawning) or in the Ender dimension (where light has no effect). But the height of the fall is measured precisely from the bottom point of the drop platform to the floor of the death chamber. A single block error can turn an effective truss into a useless structure.

⚠️ Attention: When building a farm, make sure that within a radius of 128 blocks (in Java Edition) there are no other surfaces where endermen can spawn. This will reduce the efficiency of your farm, since the mob limit in the dimension will be empty.

Influence of game versions and editions

Differences between Java Edition and Bedrock Edition (consoles, mobile devices, Windows 10/11) can significantly affect the operation of farms. In the Java Edition, the mechanics of teleportation during damage are more predictable and depend on randomness. In Bedrock Edition, there are often situations where mobs "shudder" (quickly teleport back and forth) or get stuck in blocks, which can lead to their suffocation or, conversely, their salvation.

In recent updates, such as 1.20 and higher, developers periodically change the spawn parameters and behavior of mobs. For example, in some patches the frequency of teleportation when receiving damage was changed. Therefore, if your farm built according to old schemes has stopped working, check changlog for the latest version. The drop height may need to be adjusted or the retention mechanism changed.

On servers with plugins (Spigot, Paper), administrators can change fall damage multipliers or maximum mob health through configs. In such cases, the standard height of 23 blocks may not work. If you are playing on a modified server, use the command /effect give @e[type=enderman] instant_health 1 255 (for testing) or just test the fall in creative by dropping blocks underneath you.

Secret farm settings

In the server configuration files (server.properties), you can change the view-distance parameter, which affects the spawning of mobs. Also, some builds have a max-entity-collision parameter, which allows mobs to pass through each other, increasing the farm's throughput.

Comparison of killing methods

While falling is the most popular method, there are other ways to kill endermen on farms. Each of them has its own pros and cons, affecting the design of the structure and the yield of loot. The choice of method depends on your goal: maximizing experience, automating the collection of pearls, or compact construction.

Method Altitude/Conditions Efficiency Risks
Fall 23+ blocks High (automatic) Teleportation
Lava Low height Medium (burns loot) Loss of pearls
cactus Any Low (slow) Jam
Player (sword) N/A High (manual) Mob aggression

Using lava often causes dropped items to burn, including valuable ones. ender pearls. Therefore, lava is rarely used, only if the goal is experience, not resources. Cacti are reliable, but they kill mobs too slowly, causing queues and reducing the farm's overall output. The fall remains the king of automation, as items do not burn and are collected into the funnel automatically.

Manual killing with a sword with the Looting enchantment gives the maximum number of pearls (up to 4-5 from one mob). However, this requires the constant presence of the player and his activity. Automatic fall farms usually give 1 pearl per mob, but they work without human intervention. The choice depends on your current needs: do you need a lot of experience right now or are you stocking up on pearls for a long game.

πŸ’‘

Use the Looting enchantment only for manual kills. It does not work on automatic farms when falling, since the kill is committed by the environment, not the player.

Common mistakes during construction

Even knowing the exact height, beginners often make mistakes that reduce the efficiency of the farm to zero. One of the most common is incorrect calculation of the reference point. The height is calculated from the mob's feet at the moment it begins to fall to the top layer of the block on which it lands. If you place a slab instead of a full block, the mob may land "inside" the block and take less damage.

Another mistake is ignoring lighting. Endermen do not spawn at high light levels. If your spawn platform is located next to a light source (torch, glowstone), mobs simply will not spawn. In Enda, light does not affect spawn, but in the normal world it is a critical parameter. Make sure the light level on the spawn platform is 0 (or 7 for some versions).

  • ❌ Using half blocks in the fall zone (changes the landing hitbox).
  • ❌ Presence of holes in the floor of the death chamber (the mob can fall through and get stuck).
  • ❌ The spawn chamber is too large (mobs spawn far from the center and do not fall into the trap).

⚠️ Attention: Always check if other players or pets (wolves, cats) are near the farm. Their presence can shift the spawn point of mobs, and they will appear not on your platform, but somewhere in the caves below you.

It is also worth remembering the load on the server. Farms that generate hundreds of mobs per second can cause lags (TPS drop). If you are building a huge farm, provide a shutdown mechanism or limit the spawn area. B Minecraft There is a limit of mobs in a chunk, and exceeding it leads to the fact that new mobs simply do not appear until the old ones are destroyed.

β˜‘οΈ Check before starting the farm

Done: 0 / 1

Details and technical nuances

For those who want to go deeper into the technical details, it's worth looking at how endermen interact with other elements of the game. For example, if a block is encountered on the path of the fall mucus, the mob will bounce back and most likely survive, since falling damage is not applied to the slime. A haystack works similarly, reducing damage by 5 times. Therefore, the path of the fall must be absolutely clear.

Another nuance is interaction with water. Endermen take water damage. If you use water currents to transport a mob to the fall shaft, make sure that it does not take too much water damage before the fall begins, otherwise it may die prematurely or, conversely, teleport away in pain. It is optimal to use water only for short transportation or replace it with pushers.

In conclusion, knowing exactly what heights endermen die from allows you to create efficient and reliable farms. The number 23 blocks is key, but the context (game version, presence of teleportation, type of blocks) plays an equally important role. Experiment with designs, test them in a single world before scaling, and enjoy an endless supply of gems for portals and trading.

πŸ’‘

Main conclusion: Endermen are guaranteed to die when falling from 23 blocks, but for stable operation of the farm it is better to use a height of 24-25 blocks and mechanisms that block teleportation, such as minecarts.

Is it possible to kill an enderman by falling from a lower height if he is already injured?

Yes, if the enderman has already had some of his health taken away (for example, he received damage from water or a player), then a lower height will be required to finish off. The formula remains the same: you need to get the missing health units with fall damage.

Do endermen die in a minecart when they fall?

Yes, the minecart does not protect against fall damage. Moreover, while in the minecart, the enderman cannot teleport, which makes this method of killing the most reliable for farms.

Does the difficulty of the game affect the height of the fall?

Directly to a height - no, the fall damage formula is universal. However, the difficulty depends on the health of the mob when spawning in some modes and its behavior (aggressiveness, frequency of teleportation), which indirectly affects survivability.

What happens if an enderman falls into the void?

When falling into the void (below Y=0 or Y=-64 in new versions), the mob dies instantly, regardless of the height at which the fall began. But in this case, you won’t be able to collect loot, so this method is not suitable for farms.

Can magma be used for damage instead of falling?

Magma blocks deal damage, but slowly. Enderman would rather teleport from the first tick of damage than die. Therefore, magma is ineffective at automatically killing endermen.