Mechanics & How-To

Minecraft XP Farm: Best Designs and How to Build One (26.3)

Which Minecraft XP farm to build, with per-kill XP values, level math and a step-by-step spawner trap. Current as of Java 26.3.

The easiest Minecraft XP farm to build is a dungeon spawner trap: you find a monster spawner, dig out the space around it, wash the mobs it spawns toward one spot with water, and finish them yourself. For raw speed, the Minecraft Wiki's experience-farming tutorial points to enderman, gold and guardian farms instead.

One rule shapes every design: mobs only drop XP if a player, or a player's tamed wolf, killed them. Cactus, lava and drowning kills give you nothing. Everything below is current as of Java 26.3, per the Minecraft Wiki, which we checked on November 9, 2026. We did not read the 26.4 snapshot notes.

Which XP farm should you build?

The wiki lists XP per kill for each mob. A mob's XP value is the real measure of a farm: how many of that mob you can kill, times what each one gives. We've left out per-hour rates because the only figures available come from an undated, work-in-progress wiki page that doesn't say which designs it measured.

FarmXP per kill (Java)Honest take
Zombie or skeleton spawner5 eachEasiest to build. Needs a dungeon spawner. Zombie spawners also give gear you can disenchant at a grindstone (wiki).
General mob farm5 for most hostile mobsNo spawner needed, but the wiki says it is "not usually a great source of XP".
Enderman farm5One of the wiki's speed picks. Built at y=1 in the End, with void risk.
Gold farm (zombified piglins)5, plus 1-3 per piece of equipmentAlso produces gold. Java designs use magma blocks as the spawning platform.
Guardian farm10Wiki-described as very fast. Also gives prismarine.
Blaze spawner10Blaze rods as a bonus. Needs a Nether fortress.
Silverfish spawner5Only in a stronghold's portal room, and silverfish drop no items.

For a first farm, build the spawner trap. For raw speed once you have a stack of gear, read our enderman farm guide or gold farm guide. If you want XP without a spawner, the mob farm guide covers the general design.

Farms that aren't XP farms, and non-farm options

How much XP is level 30?

Reaching level 30 takes 1,395 XP from level 0, and it's the top level an enchanting table uses. At 5 XP per mob, that is 279 kills. The cost per level rises as you go:

LevelTotal XP from level 0
10160
20550
301,395
402,920
505,345

Going from level 27 to 30 costs 306 XP. XP orbs vanish after five minutes and drift toward you from 7.25 blocks away, so keep your collection point close. If you die, you drop 7 × your level in XP, capped at 100 points, unless keep_inventory is on.

XP farms and Mending

Mending repairs gear at 2 durability per XP point, but it takes the XP first. The wiki says experience won't go to your level bar while any Mending item you hold or wear can still repair. A farm therefore feeds damaged Mending gear before it feeds your levels. Since 1.16, Mending only picks damaged items. To bank levels, take the damaged gear off. To repair gear, stand in the farm wearing it. Our guide to getting Mending fast covers the book itself.

How to build a spawner XP farm

This follows the Minecraft Wiki's "Simple farms" steps from its spawner trap tutorial, then its "Flow trap" layout, which brings water to a collection point where you finish the mobs by hand. Spawners can't be obtained in survival and pistons can't move them, so you build around one you find. Dungeon spawners are zombie 50%, skeleton 25% and spider 25%. Zombies are the easy ones. Skeletons are the trickiest to contain.

Step 1: Know the spawner's rules

Step 2: The simple farm

  1. Secure and light the area while you work.
  2. Clear out any chests.
  3. Dig out the entire spawning range, 9×9×5 centred on the spawner. Mobs only spawn where their body fits, so clear it all to air. The wiki also recommends digging 5 more blocks under it, so non-spider mobs drop out of the spawner's detection range.
  4. Wall the farm in everywhere except the front.
  5. Build the front for your mob. For zombies, a gated fence is enough. For skeletons, put fences or gates at eye level so they can't shoot you, with an open row below to hit them.
  6. Add a flood system at the back. If you've opened the full area under the spawner, three water source blocks at the back make a sheet of water that washes mobs and drops toward the front.
  7. Remove all the light sources. A single torch on the spawner is enough to shut down a dark-only spawner's whole volume.
  8. Attack from the front. Keep a bow and arrows handy, because creepers can spawn in the dark room.

Step 3: The flow trap variant

The wiki highly recommends its flow trap as effective and safe on all mobs except blazes. Build a 10×10 room around the spawner. Put water on every block along one side. Dig a one-block-deep trench on the opposite side, with the holes next to the water, then remove the torches. Water carries the mobs to the trench, and you hit or shoot them there. The wiki says you can run it for hours in one go for a lot of levels, at minimal risk. It gives no dimensions for the trench beyond the 10×10 room.

Because you finish the mobs by hand, they die to your hit and drop XP. The wiki notes that tamed wolves also earn you XP. They attack skeletons automatically, but they have low health, so you need several.

What about the 22-block drop?

The wiki also lists a pit trap: a 22-block fall leaves mobs on half a heart for a one-hit kill. It warns that the pit takes a long time to build and only works for spawners near or above the surface. Its detailed pit-and-water design, which lifts mobs with a water elevator, is marked as broken since 1.13, because zombies and skeletons no longer swim. The flow trap needs no fall.

Why isn't my XP farm working?

Mining the spawner itself drops 15-43 XP, but you lose the farm.

Java versus Bedrock

This is a Java guide. On Bedrock, the spawner's horizontal range is a diamond rather than a square, the mob-cap volume is 16×10×16, and some XP values differ.