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.

For your armor, the following enchantments cannot be combined: Protection, Projectile Protection, Blast Protection, and Fire Protection. Protection protects you from all other three, but in exchange, half the protection. In general, Protection is better, but in certain situations, it could be useful to have something else. If you fall often in lava in the Nether and you already made a golden piece of armor to protect you from piglins, it could be better to put Fire Protection on that piece of armor. If you have lost a lot of hardcore worlds due to creeper explosions put that Blast Protection armor on, you know, you still can die with a full health bar, having full netherite armor and altogether 14 levels of Protection from a creeper explosion (in hard mode). With 15 levels you survive the explosion, but make sure you have Feather Falling to not die after.

Note: More than 20 Enchantment Protection Factor (EPF) is useless. 1 Level of Protection = 1 EPF, 1 Level of specific type of Protection = 2 EPF. For example, two pieces of armor with Blast Protection IV (EPF 8 each) and a single piece with Protection IV (EPF 4) would give a total EPF of 20 versus explosions. Any additional EPF would be wasted against explosions (but might be useful against other types of damage, if applicable).

The enchantment Thorns uses up durability of armor, that could mean, if you value the material your armor is made of and you avoid being hit without the use of the shield, then Thorns could be useless or even bad for you. If you choose to use it, then make it your least priority.

For your sword and axe, the following enchantments cannot be combined: Sharpness, Smite, Bane of Arthropods. Depending on what you want to do with the sword or axe, you can choose the most suitable. Sharpness is useful for general use, Smite is useful against undead mobs (skeletons, zombies, withers, wither skeletons, zombified piglins, skeleton horses, strays, husks, phantoms, drowned, and zoglins), Bane of Arthropods is useful against Arthropods (spiders, cave spiders, bees, silverfish, and endermites). Each level of Smite and Bane of Arthropods deals 2.5 extra damage to the specific group of mobs. Sharpness deals 1.25 extra damage $$ and  extra damage $$. This means, to deal the most amount of damage, if you are going to hit undead mobs (with the same sword or axe) more then every third[ Bedrock Edition / fourth[ Java Edition, level I to II] / fifth[ Java Edition, level III to V] time then choose Smite. The same rule is valid for choosing Bane of Arthropods hitting Arthropods; otherwise choose Sharpness.

For any other tools, there aren't any enchantments the player should avoid, aside from curses.

Enchantments for items
The enchantments are sorted from highest to least priority.


 * Unbreaking III
 * Protection IV or Projectile Protection IV or Blast Protection IV or Fire Protection IV
 * Mending
 * Respiration III
 * Aqua Affinity
 * Thorns III (does use the durability up too, think about avoiding it)


 * Unbreaking III
 * Protection IV or Projectile Protection IV or Blast Protection IV or Fire Protection IV
 * Mending
 * Thorns III (does use the durability up too, think about avoiding it)


 * Unbreaking III
 * Protection IV or Projectile Protection IV or Blast Protection IV or Fire Protection IV
 * Mending
 * Thorns III (does use the durability up too, think about avoiding it)


 * Unbreaking III
 * Protection IV or Projectile Protection IV or Blast Protection IV or Fire Protection IV
 * Mending
 * Feather Falling IV
 * Depth Strider III or Frost Walker II
 * Soul Speed III (does not use up durabillity)
 * Thorns III (does use the durability up)


 * Unbreaking III
 * Sharpness V or Smite V or Bane of Arthropods V
 * Mending
 * Sweeping Edge III ( Java Edition only)
 * Looting III
 * Fire Aspect II
 * Knockback II


 * Unbreaking III
 * Sharpness V or Smite V (allows 1-hit killing of most undead mobs) or Bane of Arthropods V (allows 1-hit killing of arthropods)
 * Efficiency V
 * Mending
 * Silk Touch (useful for beehives, bookshelves and campfires) or Fortune III (useful for cocoa beans and melons)


 * Unbreaking III
 * Fortune III (useful for ores) or Silk Touch (useful for ice, stone, etc)
 * Efficiency V
 * Mending

Note: Fortune III has the highest priority if you mine for diamonds


 * Unbreaking III
 * Efficiency V
 * Mending
 * Silk Touch (useful for Grass Block) or Fortune III (useful for flint)


 * Unbreaking III (needs in Bedrock Edition)
 * Efficiency V
 * Mending
 * Silk Touch (useful for leaves) or Fortune III (useful for apples and saplings)


 * Unbreaking III
 * Power V
 * Infinity or Mending *
 * Flame
 * Punch II

* Note: Infinity means without Unbreaking you need 383 less arrows, with Unbreaking I / II / III you need on average 767/1151/1535 less arrows (1536=24 stacks). Mending means your bow doesn't break (if it takes enough experience, which is likely the case). Remember that a bow doesn't cost you more than 3 sticks and 3 strings so if you have access to the enchantments after the first time, it is better to choose Infinity. Also if you choose using a bow and crossbow you would need more arrows for your crossbow, since you can't enchant crossbow with Infinity.


 * Unbreaking III
 * Quick Charge III
 * Mending
 * Multishot or Piercing IV *

* Note: You are more likely to hit another mob with Multishot or the same one when its a huge mob, but the chance that you hit something else unintentionally increases with both enchantments (a villager to make an iron golem angry or a zombified piglin or bees). Piercing allows to reuse arrows which hit a mob, so it almost substitutes Infinity, and it can be useful for achieving an advancement or killing at spawners.


 * Loyalty III and Channeling or only Riptide III *
 * Unbreaking III
 * Impaling V
 * Mending

* Note: Loyalty can be useful for fighting mobs, whatever the conditions are, just don't throw it in the void. Riptide is useful for fast transportation at certain weather conditions or underwater and also for fighting at these conditions. Channeling should not be used on creepers unless you want a charged creeper for farming mob heads.


 * Unbreaking III
 * Luck of the Sea III
 * Lure III
 * Mending


 * Unbreaking III
 * Efficiency V
 * Mending
 * Silk Touch (Bedrock Edition)


 * Unbreaking III
 * Mending


 * Unbreaking III
 * Mending


 * Unbreaking III
 * Mending


 * Unbreaking III
 * Mending


 * Unbreaking III
 * Mending