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Guides / Survival Guides / Preparing for the End: Armor, Weapons, and Enchantments

Preparing for the End: Armor, Weapons, and Enchantments

The End isn't just the dragon fight — the outer islands, End cities, and the void itself are their own survival problem, and most of it is solved by gear choices you make before you ever step through the portal. (For the dragon fight specifically, see Ender Dragon Fight Mechanics Explained.)

Endermen: don't look, or be ready when you do

Endermen are neutral until provoked — and the trigger is genuinely eye contact: aiming your crosshair at an enderman's upper body for about a quarter of a second from as far as 64 blocks away is enough to aggravate it. An aggravated enderman teleports toward you (up to 32 blocks per jump) and attacks fast. There's no enchantment that prevents this — a carved pumpkin worn as a helmet blocks their detection entirely, but that's an item swap, not an anvil build. Once one is aggroed, there's also no enchantment that stops it from teleporting away mid-fight; your only real tools are raw damage (kill it before it teleports) and Looting, which increases the chance of ender pearl drops.

Shulkers: Levitation is the real threat

Shulkers live in End cities, hide in a closed shell until something gets within about 16 blocks, then open and fire a slow homing bullet. A hit deals modest direct damage but also inflicts Levitation for 10 seconds — which launches you upward and, over a void gap or off a floating island, is far more dangerous than the hit itself. There's no armor enchantment that blocks Levitation; the practical counters are killing shulkers at range before they can land a hit, or simply closing the distance fast so the bullet never has room to curve into you.

The environment: void falls and crystal explosions

End islands are separated by void gaps with no fall-damage floor — a fall here doesn't bruise you, it kills you outright. Feather Falling doesn't prevent a void death, but it does protect you on the far more common survivable falls (End city towers, broken bridges, misjudged jumps between islands).

If your trip includes the main island, the obsidian pillars each carry an End crystal, and two of them (the two shorter pillars) are caged in iron bars that block ranged attacks entirely — you have to approach and break the cage by hand. Every End crystal explodes at power 6 when destroyed — identical to a charged creeper, and strong enough to kill an unprotected player outright. Blast Protection is the one enchantment that directly blunts this.

The recommended End Preparation set

Diamond Chestplate
Diamond Chestplate
  • Blast Protection IV
  • Unbreaking III
  • Mending I

Blast Protection IV on the chestplate is the single highest-value swap for an End trip that touches obsidian pillars or crystal explosions — far more relevant here than it is almost anywhere else in the game. See The Ideal Chestplate Enchantments for why Blast Protection and general Protection are mutually exclusive, so you're trading general damage reduction for explosion resistance specifically.

Build the End Chestplate →

Diamond Boots
Diamond Boots
  • Feather Falling IV
  • Unbreaking III
  • Mending I

Build the End Boots →

Bow
Bow
  • Power V
  • Punch II
  • Unbreaking III

A ranged weapon matters more in the End than almost anywhere else — picking off a shulker before it opens, or a straying enderman before you have to look at it, avoids the fight entirely. Punch II adds knockback that buys distance from anything that does get close. See The Ideal Bow Enchantments for the Infinity-vs-Mending fork this build still has to make.

Build the End Expedition Bow →

Once you're geared up, End ships on the outer islands are where you'll find an elytra — see Where to Get Elytra for exactly where to look and what it can and can't be enchanted with.

Frequently asked questions

What enchantment stops Levitation from a shulker bullet?

None — there's no armor enchantment that blocks or reduces the Levitation effect. The only real counters are killing shulkers before they get a shot off, or closing distance quickly so the slow homing bullet doesn't have room to curve into you.

Does Feather Falling protect against a void fall in the End?

No. Feather Falling reduces ordinary fall damage, but a fall into the void is an instant kill regardless of any armor enchantment. It's still worth having for the many survivable falls around End islands and city towers.

Why is Blast Protection worth using in the End specifically?

Because End crystals — the ones sitting on the obsidian pillars around the dragon's main island — explode at power 6 when destroyed, identical to a charged creeper and strong enough to kill unprotected players outright. Blast Protection is the one enchantment that directly reduces that damage.

Can you stop an enderman from becoming aggressive?

Yes, but not with an enchantment — wearing a carved pumpkin as a helmet prevents endermen from detecting eye contact at all. There's no anvil-built equivalent; it's an item swap, not a build.

Why are two of the obsidian pillar crystals caged in iron bars?

Those two cages block ranged attacks, forcing you to approach and break them by hand (or use TNT) instead of sniping the crystal from across the island — it's a deliberate difficulty wrinkle in the dragon fight, covered in full in Ender Dragon Fight Mechanics Explained.