The best trident and mace enchantments in Minecraft
The full trident and mace sets, which exclusive enchantment to pick, and where Wind Burst, the Heavy Core and tridents come from.

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The trident and the mace cannot be crafted from common materials, and each has enchantments that exclude each other. Here are the sets worth building in Java Edition 26.3, and where every rare piece comes from.
Choose your trident set
| Enchantment | Max level | Effect |
|---|---|---|
| Loyalty | III | The thrown trident flies back to you, up to 50 blocks per second |
| Impaling | V | +12.5 damage against aquatic mobs |
| Channeling | I | Calls lightning on the target during a thunderstorm |
| Riptide | III | Launches you instead of the trident (excludes Loyalty and Channeling) |
| Unbreaking | III | 75% chance that a use costs no durability |
| Mending | I | Each experience point repairs 2 durability |
A trident deals 9 damage in melee and 8 when thrown. Its enchantments decide what kind of weapon it becomes.
Loyalty or Riptide
Riptide cannot be combined with Loyalty or Channeling. A Riptide trident never leaves your hand: it carries you with it, but only while you stand in water or under rain. It covers 6 blocks per level plus 3, so 21 blocks at level III, and 15 blocks when you are fully underwater. Loyalty brings the trident back as soon as it hits a mob, or 0.25 seconds after it hits a block. Never throw it into the void in Java Edition: with nothing to hit, it does not come back.
Most players keep two tridents: Loyalty and Channeling for fighting, Riptide for travel, with Impaling, Unbreaking and Mending on both.
Channeling needs a thunderstorm
Channeling calls a lightning bolt on the mob a thrown trident hits, but only during a thunderstorm and only if there is nothing but sky above the target. It also works when the trident hits a Lightning Rod. Use it to turn a Creeper into a charged creeper, a Pig into a Zombified Piglin, a Villager into a Witch, or a red Mooshroom into a brown one.
Impaling only hits aquatic mobs
Impaling adds 2.5 damage per level, 12.5 at level V, but in Java Edition only against aquatic mobs: guardians, elder guardians, dolphins, squid, glow squid, fish, turtles, axolotls, tadpoles and nautiluses, zombie ones included. Drowned are undead, not aquatic, so Impaling does nothing to them. It is still worth it for raiding an ocean monument. In Bedrock Edition, Impaling hurts any mob that is in water or rain.
Get a trident from the Drowned
A Trident cannot be crafted. In Java Edition, 6.25% of naturally spawned Drowned carry one, and a Drowned with a trident drops it 8.5% of the time when you kill it, plus 1% per level of Looting. Drowned that used to be zombies never get a trident, so hunt the ones that spawn in oceans and rivers. Tridents are also a rare reward from regular vaults in trial chambers. In Bedrock Edition, the drop chance is 25%.
Choose your mace set
| Enchantment | Max level | Effect |
|---|---|---|
| Density | V | +2.5 smash damage per block fallen |
| Breach | IV | The target's armor is 60% less effective |
| Wind Burst | III | Launches you about 24 blocks up after a smash attack |
| Unbreaking | III | 75% chance that a hit costs no durability |
| Mending | I | Each experience point repairs 2 durability |
The Mace deals 6 damage on a normal hit. What makes it special is the smash attack: hit a mob after falling at least 1.5 blocks and it adds 4 damage per block for the first 3 blocks, 2 per block for the next 5, then 1 per block. A successful smash also cancels your fall damage. Fire Aspect II can be added as an option.
Density or Breach
Density, Breach, Smite and Bane of Arthropods share one exclusive group, so a mace gets only one of them. Density adds 0.5 damage per block fallen per level: after a 10-block fall, Density V adds 25 damage. Breach makes the target's armor 15% less effective per level, 60% at Breach IV; Protection enchantments and the Resistance effect still apply. According to the Minecraft Wiki, killing a player in full Protection IV netherite armor with one critical smash takes a 30-block fall with a plain mace, 19 blocks with Breach IV and only 10 with Density V.
Take Density for big falls and Wind Burst combos. Take Breach for short hops and normal hits against diamond or netherite armor. Smite V adds 12.5 damage against undead mobs whatever the height, so it only suits a mace you use on the ground.
Wind Burst chains the smashes
Wind Burst launches you back up after each smash attack: about 8 blocks at level I, 16 at level II and 24 at level III. You fall, smash again and keep hitting without touching the ground. It does not cancel fall damage on its own: if you miss the target on the way down, you take the full fall.
Craft the mace
Place one Heavy Core above one Breeze Rod in any crafting grid. Breezes drop 1 or 2 Breeze Rods when you kill them in trial chambers. The Heavy Core is the hard part: it only comes from ominous vaults, with a 7.5% chance per vault. To open one, enter a trial chamber with Bad Omen: its Trial Spawners turn ominous and can drop Ominous Trial Keys. The Trial Chambers page covers the whole run.
Find Wind Burst in ominous vaults
Wind Burst is a treasure enchantment: no enchanting table, librarian or fishing catch gives it. Ominous vaults eject a Wind Burst I Enchanted Book about 5.5% of the time. Two Wind Burst I books make Wind Burst II, and two Wind Burst II books make Wind Burst III, so you need four in total. The same vaults also give Density or Breach books.
Collect the other books
Everything else comes the usual ways. Density and Breach appear when you enchant a mace at the Enchanting Table: set it up for level 30 first. A trident gets weak, random results at the table, so books are the better route for it. Librarians sell every trident and mace enchantment except Wind Burst, Mending included: see villager trading. Fishing also brings up enchanted books.
Combine everything at the anvil
Merge books in pairs first, add the costly ones early, and keep each step under 40 levels to avoid "Too Expensive!". The planners give the cheapest order. Loyalty and Channeling are preselected for the trident; swap them for Riptide on a travel trident.
Enchantment planner: the cheapest anvil order
Pick the item and the enchantments you want. The planner tests every possible order and keeps the one that costs the fewest levels.
Turn on JavaScript to use the interactive version.
Too expensive: one step costs 40 levels or more, which survival refuses. Remove an enchantment or apply it later with an enchanting table.
Anvil steps · Put the left item in the first anvil slot and the right one in the second.- Step 1 Trident BookImpaling V 10 levels
- Step 2 BookChanneling BookUnbreaking III 3 levels
- Step 3 TridentImpaling V BookChanneling, Unbreaking III 9 levels
- Step 4 BookLoyalty III BookMending 2 levels
- Step 5 TridentChanneling, Impaling V, Unbreaking III BookMending, Loyalty III 9 levels
Have at least 10 levels for the most expensive step. In XP points, the whole order costs about 473 if you level up just enough before each step.
Calculated from the Java Edition 26.3 game files
The mace planner starts with Density and Wind Burst; swap Density for Breach if you mostly fight armored players.
Enchantment planner: the cheapest anvil order
Pick the item and the enchantments you want. The planner tests every possible order and keeps the one that costs the fewest levels.
Turn on JavaScript to use the interactive version.
Too expensive: one step costs 40 levels or more, which survival refuses. Remove an enchantment or apply it later with an enchanting table.
Anvil steps · Put the left item in the first anvil slot and the right one in the second.- Step 1 Mace BookWind Burst III 6 levels
- Step 2 BookUnbreaking III BookMending 2 levels
- Step 3 MaceWind Burst III BookUnbreaking III, Mending 7 levels
- Step 4 MaceWind Burst III, Unbreaking III, Mending BookDensity V 8 levels
Have at least 8 levels for the most expensive step. In XP points, the whole order costs about 291 if you level up just enough before each step.
Calculated from the Java Edition 26.3 game files
Wrong enchantment on a fresh weapon? Clear it at a Grindstone before adding your books: how to remove enchantments. For ranged weapons, see the best bow and crossbow enchantments.
FAQ
Can a trident have Loyalty and Riptide?
No. Riptide excludes both Loyalty and Channeling. Many players keep two tridents: one with Loyalty and Channeling for fighting, one with Riptide for travel.
Is Density or Breach better on a mace?
Density for smash attacks from high up: at level V it adds 2.5 damage per block fallen. Breach IV for short hops and normal hits on targets in diamond or netherite armor, since it makes their armor 60% less effective.
Where do you get Wind Burst?
Only from ominous vaults in trial chambers, as a Wind Burst I book, about 5.5% of the time. Combine four of them at the anvil to reach Wind Burst III.
Blocks & items in this guide
14 · recipe, drops and data for each
Trident
Mace
Book
Vault
Water
Heavy Core
Breeze Rod
Enchanting Table
Enchanted Book
Lightning Rod
Diamond
Trial Spawner
Ominous Trial Key
Grindstone