Key takeaways
- Zombies, Drowned and Husks no longer take Freezing damage, closing the strongest use case Arrows of Freezing had.
- Drowned must become a Zombie before they can convert into a Frostbite, making the conversion a three-step chain.
- The Freezing effect still applies to players and to mobs that are not freeze-immune, so the mechanic is narrowed rather than removed.
One week after handing players the Freezing effect, Mojang took a chunk of it back. Snapshot 4 of the 26.4 cycle made the entire zombie family immune to freezing, and the change landed with almost no discussion in the patch notes – four words in a Minor Tweaks list.
It deserves more attention than that, because Freezing was the most player-facing mechanic the winter drop had produced, and the mobs it has just stopped working on are the mobs most players fight most often. This is a look at what actually changed, why the change makes sense, and what the effect is still good for.
What the change says
The exact wording: Zombies, Drowned, and Husks are now immune to freezing and will not take damage from the Freezing effect.
Two things are bundled in there. Immunity to freezing covers the environmental source – standing in Powder Snow no longer builds a freeze meter on them. Not taking damage from the Freezing effect covers the applied status effect, which is what Arrows of Freezing and splash potions deliver.
Both halves matter and they close different doors:
- Powder Snow no longer damages the undead. A powder snow pit in a mob farm was a free, resource-free kill mechanism against the most common hostile mob in the game. That is gone.
- Freezing arrows do nothing to zombies. The five times vulnerability multiplier that made Freezing look like a damage breakthrough does not apply to a mob that takes zero.

Why it makes sense
Mojang did not explain the change, so this is reading the design rather than quoting it. Three arguments line up.
The undead are already the most counterable mob family. They burn in daylight, they drown slowly, they convert in water, they path badly, and they are the baseline every mob farm is built around. Adding a fifth hard counter to zombies would have made the entire family trivial rather than making Freezing interesting.
Freezing needs a target list to mean anything. An effect that works on everything is just damage. The five times multiplier only reads as a mechanic if some things are vulnerable and some are not, and Mojang had to draw that line somewhere. Drawing it at the undead – creatures with no body heat to lose – is thematically defensible, which is more than most balance decisions get.
It protects the Frostbite’s identity. The Frostbite is a zombie variant that is immune to freezing. If every other zombie also froze, the Frostbite’s immunity would read as a quirk. With the whole family immune, the Frostbite’s distinguishing trait moves to the thing that actually matters – it can walk on Powder Snow and Brittle Ice, and nothing else can. Our Snapshot 4 coverage covers Brittle Ice, which arrived in the same build.
The conversion chain
The second change in the same list: Drowned now turn into a Zombie before converting into a Frostbite when they are in Powder Snow.
Laid out in order, the full state machine now looks like this:
- Zombie in Powder Snow becomes a Frostbite.
- Husk in Powder Snow becomes a Frostbite.
- Drowned in Powder Snow becomes a Zombie, then that Zombie becomes a Frostbite.
- Frostbite underwater long enough becomes a Zombie.
- Zombie underwater long enough becomes a Drowned.
So the loop closes. Drowned to Zombie to Frostbite to Zombie to Drowned, driven entirely by two terrain types. Minecraft has had mob conversion since Villagers and zombie villagers, but a full cycle you can run in both directions using only blocks is new.
Practically this means a Powder Snow trap near water in a cold biome will slowly convert anything that falls in, and the composition of what comes out depends on how long things sit where. That is a farm design problem rather than a combat one, and our spawn-proofing guide covers the baseline rules that still apply underneath it.

What Freezing is still good for
The effect is narrowed, not dead. It still works on:
- Players, in full. Leather armour mitigates damage but does not prevent the effect being applied or remove it.
- Every hostile mob outside the zombie family, including skeletons, spiders, creepers and the illager family.
- Passive mobs that are not natively cold-adapted.
The exceptions from before are unchanged – Striders, polar bears and snow golems were already immune, and now the undead join them. Our powder snow guide has the full mechanics of the freeze meter, and our status effects reference covers how Freezing sits alongside the rest.
Where Freezing arrows still look strong is PvP and the illager fight. Raids throw a large number of non-undead hostiles at you in a confined space, and a splash Potion of Freezing with a five times multiplier against anything vulnerable is a genuine answer to a wave. Our raid guide covers what else works there.
What this tells you about the drop
The winter game drop is still in snapshots with an open feedback site, and this change is the clearest sign yet that Mojang is tuning rather than shipping. Snapshot 3 introduced a mechanic, Snapshot 4 immediately restricted its strongest application, and Snapshot 5 added an advancement that encourages using Ice Balls as a weapon against the mob that throws them.
Read together, that is a team deciding Freezing should be a situational tool rather than a general-purpose damage source. Expect the vulnerability list to keep moving before release – Mojang has not published which mobs take the five times multiplier, and the fact that the immunity list is growing suggests the vulnerable list is being curated rather than left as a default.

What to do about it
If you were planning a Powder Snow mob farm in a cold biome, redesign it now rather than after release. The undead were the whole point of that design and they no longer die to it. Standard drop farms and our iron farm notes cover the mechanisms that are not affected.
If you were stockpiling Ice Balls for arrows, keep them, but aim them at something else. The brewing chain is unchanged and the crafting recipe for Arrows of Freezing still works – it is only the target list that moved. And if you are exploring Ice Caves, the practical consequence is unchanged: carry leather, because the one thing in that biome that can still freeze you is you.
Images: Frostiful and Primal Winter project galleries.