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.

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 not fully valid for choosing Bane of Arthropods hitting Arthropods. Arthropods have low health, so sharpness should be good enough. Sharpness is the best choice. Have another sword with Smite for zombie farming (optional), or carry 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)


 * 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


 * 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


 * 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


 * 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


 * 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 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, 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 largermob, 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 void or lava. Riptide is useful for fast transportation in certain weather conditions or underwater, but it is 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 pigmen, 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.


 * 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