Incompatible Enchantments
Incompatible enchantments exclude each other: an item can only have one of them. Check any two below, or see the full list.
Can they go together?
Why some enchantments exclude each other
Minecraft groups enchantments that do the same job and lets an item carry only one from each group. There are 7 such groups: damage enchantments, protection types, fortune and silk touch, depth strider and frost walker, multishot and piercing, riptide, loyalty and channeling, infinity and mending. Each group is a choice: more damage against one mob type or against all of them, protection from one damage source or from everything, more drops or the block itself.
These Bedrock 26.60 rules use Java compatibility data with documented Bedrock differences. Two enchantments count as incompatible if either one lists the other. That is why Mending and Infinity clash even though only Infinity names Mending. In total, 27 pairs of enchantments can't share an item.
The conflict groups
Damage enchantments
Sharpness, Smite, Bane of Arthropods, Impaling, Density, Breach. These all add damage, so a weapon gets one of them. Sharpness covers every target. Smite and Bane of Arthropods trade that for 2.5 per level against undead or arthropods. Impaling is the trident's own version and, in Bedrock, hits any mob in water or rain. Density and Breach belong to the mace and work on its smash attack and on armor. Pick Sharpness on a main sword, axe or spear, Density on a PvE mace, and Smite on a second weapon for undead.
They compete on sword, axe, spear and mace. Compare them in detail: Sharpness vs Smite, Sharpness vs Smite vs Bane of Arthropods, Density vs Breach.
Protection types
Protection, Fire Protection, Blast Protection, Projectile Protection. Each armor piece takes one protection type. Protection covers almost everything at 1 point per level. The other three give 2 points per level, but only against fire, explosions or projectiles. All armor enchantments share a cap of 20 points, which is 80% less damage. Use Protection IV on everyday armor. Swap one piece for a specialised type when one damage source dominates a fight.
They compete on helmet, chestplate, leggings and boots. Compare them in detail: Protection vs Fire Protection, Protection vs Blast Protection.
Fortune and Silk Touch
Fortune, Silk Touch. Both change what a block drops, in opposite directions. Fortune multiplies the normal drop, while Silk Touch drops the block itself. One tool can't do both at once. Keep two pickaxes. Many players also mine ores with Silk Touch, then place and break them again with Fortune.
They compete on axe, pickaxe, shovel and hoe. Compare them in detail: Fortune vs Silk Touch.
Depth Strider and Frost Walker
Depth Strider, Frost Walker. Both help with water, in different ways. Depth Strider speeds you up while you are in it. Frost Walker freezes the surface so you never get wet. Depth Strider suits most boots. Frost Walker is a fun second pair for long walks across water.
They compete on boots. Compare them in detail: Depth Strider vs Frost Walker.
Multishot and Piercing
Multishot, Piercing. Both change how a crossbow's shot spreads damage. Multishot fires three projectiles. Piercing sends one arrow through several targets and keeps it collectable. Multishot for raids and firework rockets, Piercing for mobs that line up.
They compete on crossbow. Compare them in detail: Multishot vs Piercing.
Riptide, Loyalty and Channeling
Riptide, Loyalty, Channeling. Riptide turns the trident into a travel tool that you can't throw. Because of that, it excludes Loyalty, which brings a thrown trident back, and Channeling, which needs a thrown hit. Loyalty and Channeling are fine together. One trident with Loyalty, Channeling and Impaling for fighting, and a second with Riptide for travel.
They compete on trident. Compare them in detail: Loyalty vs Riptide.
Infinity and Mending
Infinity, Mending. Infinity names Mending as incompatible, so a bow gets one or the other. Without that rule, a bow with both would never need arrows or repairs. Mending if you have an arrow supply, Infinity if you don't. Crossbows can always take Mending.
They compete on bow. Compare them in detail: Mending vs Infinity.
Every conflict
Combinations that do work
Players often expect these to clash, but the game allows every one of them in Bedrock 26.60:
- Mending + Unbreaking. Mending repairs and Unbreaking slows wear, so together an item lasts forever on less XP.
- Sharpness + Fire Aspect + Looting. The classic sword trio. Burning mobs drop cooked meat, and Looting still raises the amount.
- Loyalty + Channeling. The trident comes back after it calls down the lightning.
- Density + Wind Burst. Wind Burst bounces you up after each smash, and Density makes the next fall hit harder.
- Protection + Feather Falling. Feather Falling is not a protection type, so it stacks with Protection on the same boots.
- Protection + Thorns. Thorns fits next to any protection type on any piece.
- Respiration + Aqua Affinity. Both go on the same helmet for underwater work.
- Depth Strider + Soul Speed. Soul Speed conflicts with neither water enchantment.
- Multishot + Quick Charge. Quick Charge works with Multishot and with Piercing.
- Silk Touch + Efficiency. Efficiency fits on every tool next to either Silk Touch or Fortune.
- Lunge + Sharpness. Lunge conflicts with nothing, so a spear can have Lunge, Sharpness and Looting together.
Curses are a special case. Curse of Vanishing goes on almost anything and conflicts with nothing, so it never blocks a build. It just makes the item vanish when you die.
What the anvil does with a conflict
If you put a book on an item that already has a conflicting enchantment, the anvil keeps what the item has and skips the book's enchantment. Bedrock charges nothing for the skipped one, and it still adds any other enchantments on the book.
The same rule applies when you merge two books, so a book can never hold a conflicting pair either. The calculator greys out conflicting books, so you never waste one by accident.
Fixing a mistake
There is no way to remove a single enchantment. To swap one enchantment for its rival, start over with a fresh item, or clear it on a grindstone first. The grindstone strips every enchantment except curses and returns some experience.
Often a fresh item is the better deal. Tools and weapons are cheap to craft, while a finished build holds many books. Check the cost of a rebuild in the calculator first, and read the Too Expensive guide if a step goes over 39 levels.
Commands and creative mode
The /enchant command follows the same rules and refuses an enchantment that conflicts with one already on the item. Bedrock's /give can't add enchantments at all, so there is no command shortcut around a conflict.
Creative mode doesn't change the rules either. The anvil still never adds a conflicting enchantment. The command generator writes the right command for your edition.
Comparisons
Questions
Which Minecraft enchantments are incompatible?
The damage group (Sharpness, Smite, Bane of Arthropods, Impaling, Density, Breach), the four Protection types, Fortune and Silk Touch, Depth Strider and Frost Walker, Multishot and Piercing, Riptide with Loyalty or Channeling, and Infinity with Mending.
What happens if you combine incompatible books?
The anvil keeps the enchantment already on the item and skips the conflicting one. Bedrock charges nothing for the skipped enchantment.
Can Mending and Unbreaking go together?
Yes. Mending only conflicts with Infinity, so Mending and Unbreaking go on the same item.
Are Feather Falling and Protection compatible?
Yes. Feather Falling is not one of the four protection types, so it stacks with Protection on boots.
Can you remove one enchantment to add its rival?
Not on its own. A grindstone removes every enchantment except curses, so you rebuild the item from scratch.
Can commands put incompatible enchantments together?
No. Bedrock's /enchant command refuses enchantments that conflict with ones already on the item.