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 prevents half the damage that would be blocked by the other three. In general, Protection is better, but in certain situations it could be useful to have something else. If you fall often in lava, it could be better to put Fire Protection on some of your armor. If you have died a lot to 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 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.

The enchantment Thorns uses up durability of armor. That means if you value the material your armor is made of, 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, and 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 $$ and  extra damage $$. If you are going to battle a lot of undead mobs (with the same sword or axe) more than every third[ Bedrock Edition / fourth[ Java Edition, level I to II] / fifth[ Java Edition, level III to V] time, choose Smite to deal the most damage. The same rule is not fully valid for choosing Bane of Arthropods, as Arthropods have low health, meaning Sharpness should be enough. Sharpness is the best choice, so have another sword with Smite for zombie farming (optional), or carry both a sharpness sword and a smite sword (optional, only if you have good inventory management).

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.

Armor
Have at least one piece with protection, preferably the pants or chestplate, and one piece with blast protection, (pants or chestplate), but it might be a better idea to simply equip your entire armor set with protection rather than anything else.


 * Unbreaking III
 * Protection IV or Projectile Protection IV or Blast Protection IV or Fire Protection IV Protection is best, but the others will also work. Have at least 1 piece with protection, preferably the pants.
 * 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 Blast Protection is best, (It protects you from creepers), but the others will also work. Have at least 1 piece with protection, preferably the pants. If chestplate is Protection, have blast protection on pants.
 * 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 Protection is best, but the others will also work. Have at least 1 piece with protection, preferably the pants.
 * 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 Protection is best, but the others will also work. Have at least 1 piece with protection, preferably the pants.
 * Mending
 * Feather Falling IV
 * Depth Strider III or Frost Walker II
 * Soul Speed III (does use the durability up too, think about avoiding it)
 * Thorns III (does use the durability up too, think about avoiding it)


 * Unbreaking III
 * Sharpness V or Smite V [One Hits Most Hostile Mobs best for making a Wither or Wither_Skeleton Farm] or Bane of Arthropods V
 * Mending
 * Sweeping Edge III ( Java Edition only)
 * Looting III
 * Fire Aspect II ( Think about it if you want to hunt endermen )[Cooked Food by killing Cow, Pig, Hoglin, Sheep, Cod, Salmon]
 * Knockback II (might want to stay away from if you want to kill skeletons easier as it knocks them away)


 * 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) (note axes are only useful for combat on the java edition of Minecraft)
 * 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 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, infinity is better, unless you have fletcher villagers, skeleton grinders, Piglin trading hall (Spectral Arrows), or a lot of feathers and flint. Another exception would be if you got a powerful bow early game, for example from fishing. Mending would be better because you won't have a lot of iron or an enchanting table early on.


 * 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 larger 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. Piercing is usually better because you use less arrows, and with multishot, you can only see where one arrow will land, not all three.


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

* Note: Loyalty can be useful for fighting mobs in any weather conditions, just don't throw it into the void. Loyalty will make your trident come to you automatically until you throw it into the void. Riptide is useful for fast transportation in certain weather conditions or underwater, but it is a waste of your trident's experience because you can use other methods of transportation such as an elytra if you have it, or horses if you have saddles. Channeling makes lightning strike on any mobs you attack with your trident. This can be used to turn villagers into witches, pigs into zombified piglins, 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 are 50% more powerful than an explosion of TNT. Now you can get an idea about how dangerous it is.


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


 * Unbreaking III
 * Efficiency V
 * Mending


 * Unbreaking III
 * Mending


 * Unbreaking III
 * Mending


 * Unbreaking III
 * Mending


 * Unbreaking III
 * Mending


 * Mending
 * Unbreaking III