Every chestplate enchantment, ranked
| Enchantment | Max | Verdict | Why |
|---|---|---|---|
| IV | Max build | Reduces almost all damage. | |
| IV | Alternative | Swap in for creeper or wither fights. Excludes Protection, so you pick one. | |
| IV | Alternative | Swap in for a Nether set. Excludes Protection, so you pick one. | |
| IV | Alternative | Swap in for raids. Excludes Protection, so you pick one. | |
| III | Max build | Damages attackers; Mending covers its durability cost. | |
| III | Max build | Part of every max chestplate. | |
| I | Max build | Part of every max chestplate. | |
| I | Avoid | A curse: it only makes the item worse. | |
| I | Avoid | A curse: it only makes the item worse. |
What matters on a chestplate
The chestplate gives the most armor of any piece: 8 points in diamond or netherite. It also has the fewest choices. Protection IV, Unbreaking III and Mending are the core, and Thorns III is the only extra.
In Java it is also the only armor piece that can roll Thorns at an enchanting table. So a lucky table roll can save you a book and some levels.
If you fly a lot, the elytra takes this slot. That is why many players keep a max chestplate in an ender chest and swap it back in before a fight.
Builds for different playstyles
Everyday survival
Protection IV, Unbreaking III and Mending. This covers caves, the Nether and most mob fights. Then add Thorns III when you have a spare book, since Mending pays for its extra wear.
Mob farms and grinders
Thorns III earns its place here. Mobs that hit you take damage back, and Mending repairs the chestplate from the farm's own experience.
Wither and creeper fights
Blast Protection IV on the chestplate cuts explosion damage and blast knockback. Keep Protection IV on the other pieces, so you still have general protection for everything else in the fight.
Raids and skeleton farms
Projectile Protection IV suits a raid chestplate, because pillager crossbows and arrows do much of the damage. Still, ravagers and vindicators hit in melee, so don't swap more than one piece.
PvP
Protection IV, Thorns III, Unbreaking III and Mending. Thorns deals 1 to 5 damage back when it triggers, which adds up over a long fight. In explosive PvP, a Blast Protection chestplate is a common swap.
Conflicts and which one to pick
Java 26.3 has 6 conflicts on the chestplate: Protection with Blast Protection, Protection with Fire Protection, Protection with Projectile Protection, Blast Protection with Fire Protection, Blast Protection with Projectile Protection and Fire Protection with Projectile Protection. An anvil refuses a book that clashes with an enchantment already on the item, so decide before you start.
Protection or Blast Protection
For a single chestplate, Protection IV wins. Blast Protection gives twice the protection against explosions but none against arrows, mobs or falls. See Protection vs Blast Protection for the full comparison.
Chestplate or elytra
You can't wear both. An elytra has no armor at all, so swap back to the chestplate for boss fights and raids. The best elytra enchantments page covers the flying side.
Each enchantment on the chestplate
Protection IV
Protection cuts almost every kind of damage: mobs, falls, fire, explosions and projectiles. At level IV that means 4 protection points against all damage, about 16% less damage from this piece. The book costs 4 levels on a fresh chestplate. More about Protection.
Thorns III
Thorns damages anything that hits you in melee. At level III that means 45% chance to deal 1–5 damage to the attacker. Damages attackers; Mending covers its durability cost. The book costs 12 levels on a fresh chestplate. More about Thorns.
Unbreaking III
Unbreaking gives items a chance to not lose durability when used. At level III that means tools skip 75% of durability loss, armor 30%. The book costs 3 levels on a fresh chestplate. More about Unbreaking.
Mending
Mending repairs an item with experience orbs. At level I that means each experience point you pick up repairs 2 durability. The book costs 2 levels on a fresh chestplate. More about Mending.
The numbers behind the build
A netherite chestplate has 592 durability. On armor, Unbreaking III only skips 30% of durability loss, so the piece lasts about 846 durability's worth of hits instead of 592. Mending repairs 2 durability per experience point, so a full repair from almost broken takes about 296 points. That is roughly the XP needed to go from level 0 to level 14.
Protection IV gives this piece 4 protection points, about 16% less damage on its own. Four pieces add up to 16 points, 64% less damage after armor, and the game caps the total at 20 points (80%). A netherite chestplate also adds 8 armor and 3 toughness. The armor protection calculator works out any mix.
Chestplate and elytra together
Use an elytra from your hotbar to wear it, and your chestplate swaps into your hand. Swap back the same way before a fight. Keep both enchanted, so whichever you wear is ready.
Some players carry a spare chestplate with Blast Protection for the wither or creeper farms. Since only one piece needs to change, that swap costs little.
Where to get the books
You need 4 books for this build. Mending is a treasure enchantment, so the enchanting table won't give it. Plan to trade or loot for it first. Here is where each one comes from:
- Protection IV: the enchanting table, librarian villagers, gear worn by trial chamber mobs, random chest loot and fishing.
- Thorns III: the enchanting table, librarian villagers, random chest loot and fishing.
- Unbreaking III: the enchanting table, librarian villagers, random chest loot and fishing.
- Mending: librarian villagers, trial chamber vaults, random chest loot and fishing.
Librarians are the most reliable source for exact books, because you can reroll them until they offer the one you want. The trading hall guide shows how, and the villager trade tool lists the prices. Combine the books in the cheapest anvil order so no step becomes too expensive.
Put a chestplate in the enchanting table and it can roll Protection, Blast Protection, Fire Protection, Projectile Protection, Thorns and Unbreaking. Mending never shows up there on a chestplate, so that one comes from books only. The enchanting table calculator shows the odds for each slot.
Which books to get first
Start at the enchanting table with a diamond chestplate. It can roll Protection, Unbreaking and, in Java, Thorns, so one good roll can give you two of the four books.
Get Mending next from a librarian, fishing or trial chamber vaults. Add Thorns III last, because it is the dearest book in the build and only pays off with Mending already on. Upgrade to netherite whenever you have the ingot; the enchantments stay on.
Which material to enchant
Put your best books on a netherite chestplate: it has the most durability (592), so every enchantment lasts longest, and it also survives lava. The golden chestplate has the highest enchantability (25), so it rolls the best results at an enchanting table, but it wears out fast. Enchantments stay on when you upgrade diamond gear to netherite at a smithing table, so you can enchant diamond first and upgrade later.
Netherite has 592 durability against diamond's 528, about 12% more, plus 3 toughness instead of 2 per piece. Copper is the cheap middle step: 176 durability, against 240 for iron, with enchantability 8. It is fine for a first enchant, but don't spend treasure books on it. Gold rolls the best table enchantments (25 enchantability) yet has only 112 durability, so it suits throwaway gear.
| Material | Durability | Enchantability | Armor | Toughness |
|---|---|---|---|---|
| Netherite Chestplate | 592 | 15 | 8 | 3 |
| Diamond Chestplate | 528 | 10 | 8 | 2 |
| Iron Chestplate | 240 | 9 | 6 | 0 |
| Golden Chestplate | 112 | 25 | 5 | 0 |
| Copper Chestplate | 176 | 8 | 4 | 0 |
| Chainmail Chestplate | 240 | 12 | 5 | 0 |
| Leather Tunic | 80 | 15 | 3 | 0 |
Mistakes to avoid
- Using a Thorns chestplate without Mending. Each trigger costs extra durability, so the chestplate breaks much sooner.
- Swapping all four pieces to Blast Protection for the wither. One or two pieces are enough; the rest should keep Protection.
- Renaming the chestplate on its own. Every anvil use raises the prior work penalty, so rename during the last enchanting step instead.
- Wearing enchanted chestplates from loot or mobs without checking them. Curse of Binding means you can't take it off.
- Forgetting the elytra swap. Flying into a fight without a chestplate leaves you with 8 fewer armor points.
Chestplate enchantment questions
Every enchantment a chestplate can take in Java 26.3: Protection, Blast Protection, Fire Protection, Projectile Protection, Thorns, Unbreaking, Mending.
See also the full list of incompatible enchantments and the god gear command generator.
Cheapest order
Combining these books in the wrong order can cost twice as many levels or hit Too Expensive! The cheapest order for the max chestplate costs 28 levels in 4 steps, with no step above 12. So you never need more than 12 levels at once.
Spend the levels step by step as you earn them: that costs about 414 experience points in total. If you saved up to level 28 first, you would need 1186 points, because each level costs more XP the higher you climb. Afterwards the chestplate has been on the anvil 3 times, so later repairs start at a penalty of 7.
Questions
Should I put Thorns on my chestplate?
If it also has Mending, yes: the extra durability use is repaired by experience. Without Mending, skip it.
What is the best chestplate enchantment?
Protection IV. Then add Unbreaking III and Mending, and Thorns III if you want damage back.
Can you put Thorns and Protection on the same chestplate?
Yes. Thorns works with every protection type, so Protection IV and Thorns III sit together on a max chestplate.
Can you put Mending on a chestplate?
Yes. Mending works on every armor piece, alongside Protection, Thorns and Unbreaking.
Is Blast Protection better than Protection on a chestplate?
Only against explosions. For everything else Protection IV is better, so keep Blast Protection for a swap set.
What is the max level for every chestplate enchantment?
Protection IV, Blast Protection IV, Fire Protection IV, Projectile Protection IV, Thorns III, Unbreaking III, Mending I.