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MINECRAFT WIKI
Tutorials/Best
enchantments guide
This guide will give you an explanation and walk-
through of the best enchantments you can apply
to everything that can be enchanted in the game.
This page assumes that the world is created and
played in the latest game version. However, it is
possible to obtain di>erent and more extreme
enchantment combinations on prior versions;
early 1.14 releases notably allow more than one
protection enchantment to be applied to a single
piece at a given time.
The enchantments are sorted from highest to
least priority.
On this page, an anvil sign means that the
enchantment cannot be obtained via enchanting
table, and must be added through an anvil.
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Armor
Have at least one piece with protection, preferably
the pants, or just enchant your entire armor set
with protection (save for one situational
enchantment on the chestplate).
Unbreaking is not as necessary on armor as on
tools and weapons. Unbreaking III on a piece of
armor only makes it last about 43% longer, but for
a tool or a weapon, its durability is e>ectively
quadrupled.
Helmet
Mending
Protection IV or Projectile Protection IV or
Blast Protection IV or Fire Protection IV
Unbreaking III
Respiration III
Aqua APnity (Optional. Makes mining
underwater faster)
Thorns III (Optional. Consumes extra
Durability)
There are multiple enchantment orders with the
same cost in levels. At the same total costs in
levels the cost in XP can still be di>erent. For
example two steps costing 2 and 4 levels require
more XP than two steps costing 3 levels each. The
optimal enchantment orders is {[(Helmet +
Respiration III)@6 + (Protection IV +
Aqua Affinity)@2]@8 + (Unbreaking III
+ Mending)@2}@9 with a cost of 6 + 2 + 2 + 8 +
9 = 27 levels.
Chestplate
Mending
Protection IV or Projectile Protection IV or
Blast Protection IV or Fire Protection IV
Unbreaking III
Thorns III (Optional. Consumes extra
Durability)
The optimal enchantment orders is
[(Chestplate + Protection IV)@4 +
(Unbreaking III + Mending)@2]@7 with a
cost of 4 + 2 + 7 = 13 levels.
Leggings
Mending
Protection IV or Projectile Protection IV or
Blast Protection IV or Fire Protection IV
Unbreaking III
Thorns III (Optional. Consumes extra
Durability)
Swift Sneak III
The optimal enchantment orders is [(Leggings
+ Protection IV)@4 + (Unbreaking III
+ Mending)@2]@7 with a cost of 4 + 2 + 7 = 13
levels.
Boots
Mending
Protection IV or Projectile Protection IV or
Blast Protection IV or Fire Protection IV
Feather Falling IV
Unbreaking III
Depth Strider III or Frost Walker II (Depth Strider
overall preferred, as it is used in more circumstances)
Soul Speed III (Optional. Consumes extra
Durability)
Thorns III (Optional. Consumes extra
Durability)
There are multiple enchantment orders with the
same cost in levels. At the same total costs in
levels the cost in XP can still be di>erent. For
example two steps costing 2 and 4 levels require
more XP than two steps costing 3 levels each. The
optimal enchantment orders is {[(Boots +
Depth Strider III)@6 + (Protection IV
+ Unbreaking III)@3]@9 + (Feather
Falling IV + Mending)@2}@10 with a cost of
6 + 3 + 2 + 9 + 10 = 30 levels.
Feather Falling
When obtaining Feather Falling from an
enchanting table, the player should not enchant at
level 30, but reduce to levels 22, 24 or 26. At level
30, there is only about a 3% chance to obtain
Feather Falling on a pair of diamond boots; but
using level 24 and 26, the chance is a much-
higher 30%; at level 22, the chance is as high as
44%. The enchantment level can be reduced by
placing torches or any other block between the
enchanting table and the bookshelves, which
prevents the enchanting table from detecting the
bookshelves.
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Weapons
Sword
Unbreaking III
Mending
Sharpness V (for general use) or Smite V (for
`ghting undead mobs, such as wither and wither skeleton
farms) or Bane of Arthropods V (allows 1-hit killing
of all arthropods)
Sweeping Edge III [Java Edition only] (Deals more
damage to multiple mobs while standing still, useful for
XP farms, though you may accidentally hit your pets if
they're too close)
Looting III (must-have for manual mob farms)
Fire Aspect II (Optional. Makes endermen a
hassle to `ght, since they teleport everywhere
while on `re; hostile mobs that are set on `re
set you on `re on melee attacks; cooks food
dropped by cows, pigs, hoglins, sheep,
chickens, rabbits, cod, and salmon even in
rain; also useful in PVP).
Knockback II (Optional. Can make drowneds
and skeletons a hassle to `ght; useful against
creepers)
Knockback is a fairly controversial enchantment.
Some players absolutely hate it, especially in SMPs
and PVP `ghts, while other players add it to knock
away mobs like creepers and piglin brutes. In
Netherite PVP, Knockback I allows you to knock
away enemies while still being able to reach them
but Knockback II knocks the enemy away too far,
making it hard for you to launch a counterattack.
1) Sword + Looting III (6 levels, 72 experience)
2) Sweeping Edge III + Unbreaking III (3 levels, 27
experience)
3) [1] + [2] (11 levels, 187 experience)
4) Sharpness V + Knockback II (2 levels, 16
experience)
5) [3] + [4] (11 levels, 187 experience)
6) Fire Aspect II + Mending (2 levels, 16
experience)
7) [5] + [6] (14 levels, 280 experience)
Axe
Unbreaking III
Mending
EPciency V
Sharpness V or Smite V (allows 1-hit killing of
most undead mobs like Zombies and wither skeleton) or
Bane of Arthropods V (allows 1-hit killing of
arthropods) or Cleaving III [upcoming: JE Combat Tests]
(extends shield stun duration and increases damage)
[note that axes are more useful for combat on
Java Edition in the early game]
Silk Touch (useful for melons, bookshelves and
beehives) or Fortune III (only slightly useful for melons)
Bow
In`nity or Mending
Power V
Unbreaking III
Flame
Punch II (Optional)
In`nity means without Unbreaking you need 383
fewer arrows. With Unbreaking I / II / III you need
on average 767/1151/1535 less arrows (1536=24
stacks). Mending means your bow will never break
if you continually gain enough experience, which
will likely happen. If you have an enchanting setup
and a lot of iron for anvils, In`nity is better, unless
you can obtain large quantities of arrows with
ease. Another exception would be if you got a
powerful bow early game, for example from
`shing: Mending would be better because you
won't have a lot of iron or an enchanting table
early on. It's worth noting as well that In`nity
doesn't work with tipped arrows, so Mending is
preferable when the player uses tipped arrows as
ammunition (for example, Arrows of Slowness
from a stray farm). Punch II is optional, as
knockback can sometimes be a nuisance. Some
pros of Punch include being able to knock away
high-damaging mob such as creepers, piglin
brutes and vindicators. It's also useful when being
repeatedly hacked by an enemy player and for
bow-boosting.
There are multiple enchantment orders with the
same cost in levels. At the same total costs in
levels the cost in XP can still be di>erent. For
example two steps costing 2 and 4 levels require
more XP than two steps costing 3 levels each. The
optimal enchantment orders is {[(Bow + Power
V)@5 + (Infinity + Unbreaking
III)@3]@9 + (Punch II + Flame)@2}@10
with a cost of 5 + 3 + 2 + 9 + 10 = 29 levels.
Crossbow
Quick Charge III
Multishot or Piercing IV *
Unbreaking III
Mending
Crossbows can only receive up to Quick Charge II
through an enchanting table. Quick Charge III
must be obtained via other means: either by
combining two crossbows in an anvil, using
enchanted books, or via mob drops.
Multishot allows the user to shoot three projectiles
for the cost of one. Piercing allows the retrieval of
arrows which hit a mob, similar to In`nity. They are
mutually exclusive.
Trident
Mending (must-have, as tridents can
otherwise only be repaired with other tridents)
Unbreaking III
Loyalty III and Channeling or only Riptide III *
Impaling V (useful for `ghting guardians, but not
drowneds[JE only], or underwater combat in general[BE only])
Loyalty can be useful for `ghting mobs in any
weather conditions. Loyalty will make your trident
come to you automatically, unless you throw it
into the void[Java Edition only].
Riptide is useful for fast transportation in certain
weather conditions or underwater, it can also be
used as a reliable substitute of `rework rockets for
elytra as long as there is a water source nearby, or
it is raining.
Channeling makes a lightning strike on any mobs
you attack with your trident (only works under
thunderstorms). This can be used to turn villagers
into witches, pigs into zombi`ed piglins, red
mooshrooms into brown mooshrooms, and
creepers into charged creepers. A charged
creeper's explosion will cause a nearby mob to
drop its head (such as zombies, skeletons, and
other creepers) so this enchantment is useful for
farming mob heads. But beware of that as
charged creepers' explosions can one shot you
even with full Protection IV netherite armor so a
totem is recommended.
Impaling is almost useless in Java Edition, as they
only work against underwater mobs such as
guardians. However, in Bedrock Edition, Impaling
a>ects everyone as long as they're exposed to
water or rain, making it useful in PVP.
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Tools
Pickaxe
Unbreaking III
Mending
Fortune III (useful for ores) or Silk Touch (useful for
ice, stone, etc.)
EPciency V (allows instant mining of many blocks)
Fortune III has the highest priority when you mine
for ores, especially diamonds.
EPciency V, when combined with the Haste II
e>ect obtained from beacons, allows the instant
mining of stone, making mining much faster.
Silk Touch is useful for a variety of blocks. A
notable one is the ender chest, a block used
frequently in late-game, which can only be
retrieved with a Silk Touch pickaxe. Others include
stone (for stone bricks or selling to villagers), bee
nests, and glass.
Shovel
Unbreaking III
Mending
EPciency V
Silk Touch (useful for grass blocks or gravel) or
Fortune III (useful for pint)
Hoe
Unbreaking III
Mending
EPciency V (allows instant mining of all blocks
mineable with a hoe)
Silk Touch (useful for obtaining leaves or blocks in the
Sculk family) or Fortune III (useful for obtaining apples
and saplings from leaves, or obtaining more Potato or
Carrot from Crops)
Axe
Unbreaking III (needs in Bedrock Edition)
Mending
EPciency V
Sharpness V
Silk Touch (useful for melons, bookshelves, beehives or
mushroom blocks) or Fortune III (only slightly useful for
melons and mushroom blocks)
Fishing Rod
Unbreaking III
Mending
Luck of the Sea III
Lure III
Shears
Unbreaking III
Mending
EPciency V (allows instant mining of wool)
Silk Touch (useful for cobweb)[Bedrock Edition only]
It is usually not recommended to enchant shears
at all, as they can only be enchanted through an
anvil, and they are crafted with iron ingots which
are very easy to come by in late-game. So only
enchant them if you have an abundance of
enchanted books of the above categories.
Flint and Steel
Unbreaking III
Mending
Similar to shears, pint and steel is not
recommended to be enchanted. However, it can
be useful in situations when you want a long
lasting pint and steel.
Shield
Unbreaking III
Mending
Shields are a great substitute in place of totems
and are especially useful when utilised correctly in
SMP PVP. However, shields are almost useless in
high ping and against explosives (1.19.2 and
below). Also, putting a banner on a shield makes it
look cooler.
Carrot on a Stick
Unbreaking III
Mending
Being one of the least used tools in the game, it is
not recommended to obtain the tool in the `rst
place, not to mention enchanting it.
Warped Fungus on a Stick
Unbreaking III
Mending
This tool is not recommended to be enchanted, for
reasons similar to carrot on a stick stated above. In
addition, even if its durability is depleted, it will
simply turn into a `shing rod, which means the
player can simply craft the rod with another
warped fungus in their inventory to make a new
one.
Elytra
Unbreaking III
Mending
It is almost necessary to apply these two
enchantments to elytra, as they are one of the
most useful modes of transportation in late-game.
Unbreaking is needed to quadruple the elytra's
airborne time, since elytra breaking in mid-air can
be deadly; Mending is the most e>ective way to
repair elytra, as otherwise they can only be
repaired with phantom membranes or other
elytras in an anvil, and the cost increases over
time.
Brush
Unbreaking III
Mending
Similar to shears & pint and steel, brushes are not
recommended to be enchanted. However, it can
be useful in situations when you want a long
lasting brush.
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[Link] Enchantments
Conpicting enchantments are enchantments that
cannot be combined on the same armor, weapon
or tool without /give or changing the
[Link] using a NBT editor. The following
enchantments cannot be combined:
Protection, Projectile Protection, Blast
Protection, and Fire Protection cannot be
combined (in 1.14 until 1.14.2, they can be
enchanted together)
Sharpness, Smite, Bane of Arthropods, and
Cleaving [upcoming: JE Combat Tests] cannot be
combined.
Silk Touch and Fortune cannot be combined.
In`nity and Mending cannot be combined
(before 1.11.1, they can be enchanted together)
Piercing and Multishot cannot be combined.
Both Loyalty and Channeling cannot be
combined with Riptide.
Frost Walker and Depth Strider cannot be
combined.
Further guide
The following armor enchantments cannot be
combined: Protection, Projectile Protection, Blast
Protection, and Fire Protection. Protection
prevents half the damage that would be blocked
by the other three. Protection is better, but there
are sometimes other factors you should take into
account. If you fall often in lava, it would be better
to put Fire Protection on your armor. If you die
often from creeper explosions, put Blast
Protection armor on.
Note: More than 20 Enchantment Protection
Factor (EPF) is useless. 1 Level of Protection = 1
EPF, 1 Level of speci`c type of Protection = 2 EPF.
For example, two pieces of armor with Blast
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The following sword/axe enchantments cannot be