Best Minecraft Enchantments, Ranked — The Ones Worth Your XP
Mending is the enchantment that ends the grind — gear that repairs itself forever. Everything else is a fight over your XP and anvil uses. Here is what actually earns a slot, ranked, with the real max levels.

Mending is the enchantment that ends the grind. Put it on your gear and it repairs itself with the experience you pick up, which means a maxed-out diamond or netherite tool never breaks again as long as you keep gaining XP. Once you understand that one effect, the whole enchantment list reorganizes itself around it: there is Mending, there are the enchantments you build around Mending, and there is everything competing for the leftover slots.
This is a tier-ranked breakdown of what actually earns space on your gear, with the real maximum levels verified against the Minecraft Wiki — because half the "max level" lists online are wrong about which enchantments cap at III versus V. We are ranking by how much each enchantment changes your day-to-day survival, not by how rare it is to find.
How enchanting actually works
Before the rankings, the mechanics that govern all of this:
- The enchanting table rolls random enchantments for levels and lapis lazuli. To unlock the top tier (level 30 enchants), surround the table with 15 bookshelves, placed one block away with air in between, on the same level or one block up. Fifteen is the cap — more does nothing.
- You spend XP levels and 1 to 3 lapis per enchant. The level cost shown does not change the enchantment type, only the strength tier you are eligible for.
- The anvil combines items with enchanted books or merges two enchanted items, which is how you stack specific enchantments you want instead of gambling at the table.
- Treasure enchantments cannot come from the table at all. Mending, Frost Walker, Soul Speed, Swift Sneak, Wind Burst, and the curse enchantments only appear as books from loot, fishing, villager trades, or raids. That is why Mending feels rare.

The single most important enchanting habit: trade with a librarian villager. A leveled librarian can sell you specific enchanted books — including Mending — on demand, which beats gambling at the table for the treasure enchantments you actually want.
The S-tier: near-universal picks
These go on almost everything they can legally go on.
| Enchantment | Max level | Goes on | Why it is S-tier |
|---|---|---|---|
| Mending | I | Anything | Gear repairs itself with XP. The one true must-have. Treasure-only |
| Unbreaking | III | Anything | Items have a chance to ignore durability loss, effectively tripling lifespan |
| Protection | IV | Armor | Flat reduction to most damage types. The default armor enchant |
| Efficiency | V | Tools | Massive mining-speed boost. Quality-of-life you feel every session |
Mending is the headliner. With Mending plus any XP source (mob farm, mining, smelting), your tools and armor become permanent. Pair it with Unbreaking III for the slow-XP stretches, and you essentially stop crafting replacement gear. The only catch: Mending and Infinity conflict on bows, so you pick one (more on that below).
Protection IV is the correct baseline on every armor piece because it reduces most damage types at once. The specialized protections (Blast, Fire, Projectile) are situationally better against one source but worse overall, and you can only run one protection type per piece.
Best sword enchantments

The sword loadout is mostly settled:
- Sharpness V — Increases melee damage against everything. The all-purpose pick. (Smite V and Bane of Arthropods V hit harder against undead and arthropods specifically, but they do nothing extra against everything else, and Sharpness, Smite, and Bane are mutually exclusive — you run exactly one.)
- Looting III — More and rarer mob drops. Genuinely changes your loot economy; run it whenever you farm mobs for materials.
- Sweeping Edge III — Boosts the sword's sweep attack that hits multiple mobs at once. Java-only. Great for crowd control and raids.
- Fire Aspect II — Sets targets on fire for damage over time. Fine, but cooks the meat/drops off animals, so skip it on a farming sword.
- Unbreaking III + Mending — Round out the durability slots so the sword lasts forever.
The clean diamond/netherite survival sword is Sharpness V, Looting III, Sweeping Edge III (Java), Unbreaking III, Mending. If you raid villages or grind mobs, that exact set carries you the whole game.
Best armor enchantments
Armor is where you tailor to what is killing you. Across a full set:
| Enchantment | Max level | Piece | Notes |
|---|---|---|---|
| Protection | IV | All pieces | The default. Reduces most damage. One protection type per piece |
| Unbreaking | III | All pieces | Durability. Pair with Mending |
| Mending | I | All pieces | Permanent repair. Treasure-only |
| Feather Falling | IV | Boots | Cuts fall damage hard. Essential for mountains and the End |
| Depth Strider | III | Boots | Near-normal movement speed in water |
| Respiration | III | Helmet | Extends underwater breathing — huge for ocean monuments |
| Aqua Affinity | I | Helmet | Removes the underwater mining penalty |
| Thorns | III | Any | Reflects damage to attackers, but burns durability fast. Niche |
The standard "best survival set" is Protection IV + Unbreaking III + Mending on all four pieces, then Feather Falling IV on the boots specifically. Add Respiration and Aqua Affinity to the helmet if you do ocean content. Thorns looks fun and it does reflect damage, but it chews through durability and is rarely worth the slot over more Protection.
Best tool enchantments
Pickaxes, axes, and shovels each want a slightly different package.
Pickaxe — the most important tool:
- Efficiency V — Mine faster. Non-negotiable.
- Fortune III — Multiplies drops from ores like diamond, emerald, coal, lapis, and redstone. This is how you turn one diamond vein into a stack.
- Silk Touch I — Mines blocks as themselves (the actual ore block, glass, ice, etc.) instead of their drops. Fortune and Silk Touch are mutually exclusive, so you keep one pickaxe with each: a Fortune pick for ores, a Silk Touch pick for collecting blocks.
- Unbreaking III + Mending — Durability.
Axe: Efficiency V, Unbreaking III, Mending. (An axe can also take Sharpness as a weapon in a pinch, but it is primarily a wood/chopping tool.)
Shovel: Efficiency V, Silk Touch (for grass blocks/snow) or Fortune (for gravel-to-flint), Unbreaking III, Mending.
The Fortune-vs-Silk-Touch split trips up every new player. They do not stack. Keep two pickaxes: Fortune for mining ores you want multiplied, Silk Touch for grabbing the rare blocks you want intact (like an ender chest or a vein you want to relocate).
Best bow and crossbow enchantments
Ranged gear has the format's most famous conflict.
Bow:
- Power V — More arrow damage. The core bow enchant.
- Infinity I — Never consume regular arrows. Fantastic for ammo economy, BUT it conflicts with Mending — you cannot have both on one bow. Choose: infinite arrows (Infinity) or a self-repairing bow (Mending). Most players take Mending and just carry a stack of arrows.
- Punch II — Arrow knockback, useful for kiting.
- Flame I — Flaming arrows for damage over time.
- Unbreaking III — Durability.
Crossbow:
- Quick Charge III — Faster reload, the best crossbow enchant.
- Multishot I — Fires three arrows at once, BUT conflicts with Piercing.
- Piercing IV — Arrows pass through multiple mobs. Better for single-target lines and conserves arrows. Pick this OR Multishot.
- Unbreaking III + Mending — Durability.
For most players the answer is a Power V, Punch II, Flame I, Unbreaking III, Mending bow (carry arrows) and a Quick Charge III, Piercing IV, Unbreaking III, Mending crossbow.
Enchantments that are mostly skippable
Not every enchantment earns its anvil cost. These are the ones to deprioritize:
- Thorns III. Reflects damage but destroys durability. More Protection is almost always better.
- Bane of Arthropods. Only helps against spiders, bees, silverfish, and endermites — a narrow slice. Sharpness is the general pick.
- Knockback II. Pushes mobs away, which can be useful, but it also shoves your kill out of reach and interrupts your farming. Situational at best.
- Curse of Binding / Curse of Vanishing. Actively bad — Binding locks armor onto you, Vanishing destroys the item on death. These exist for adventure-map makers, not for you.
- The mace enchantments (Density, Breach, Wind Burst). Strong if you commit to a mace, but the mace is a separate weapon path, and Density/Breach conflict with the Sharpness family. Worth a dedicated build, not a default pick.
Java vs Bedrock notes
A few edition differences matter for enchanting:
- Sweeping Edge is Java-only. Bedrock swords cannot get it — the sweep mechanic itself works differently there.
- Damage math differs. Sharpness adds a flat amount per level that differs between editions, and Java's attack-cooldown timer means your enchanted sword only deals full damage on a fully-charged swing. Bedrock has no cooldown.
- Protection stacking behaves slightly differently between editions, but Protection IV on all four pieces is the right call on both.
- Treasure enchantments (Mending, Frost Walker, Soul Speed, Swift Sneak) are treasure-only on both editions — table rolls will never give them to you.
Quick Action Checklist
Build your gear toward these exact loadouts:
- Set up an enchanting table with 15 bookshelves for level 30 enchants
- Trade with a librarian villager to buy Mending — it is treasure-only
- Put Mending + Unbreaking III on everything you care about
- Sword: Sharpness V, Looting III, Sweeping Edge III (Java), Unbreaking III, Mending
- Armor: Protection IV + Unbreaking III + Mending on all pieces, Feather Falling IV on boots
- Keep two pickaxes: one Fortune III, one Silk Touch (they do not stack)
- Bow: choose Infinity OR Mending — they conflict. Most take Mending
- Crossbow: choose Multishot OR Piercing — they conflict
- Skip Thorns, the curses, and Knockback unless you have a specific reason