A totem of undying comes from exactly one renewable source: an evoker, killed during a raid. That part is identical on Bedrock. The raid itself, the mechanic a totem farm is built around, is not identical, and porting a Java raid-farm layout onto Bedrock wastes effort on a lever that does nothing there.

Say this up front, because it changes how you plan the build: stacking Bad Omen for a bigger raid is a Java strategy, and it buys you nothing on Bedrock. On Java, a higher Raid Omen level adds an extra wave. On Bedrock, it does not. Read the mechanics below before you build a trigger setup designed around a wave count that will not arrive.

Coming from a Java guide, including ours? Our Java totem farm guide and the underlying raid farm guide are written for Java's raid rules, including the wave bonus from a higher Raid Omen level. That bonus does not exist on Bedrock. Read this article rather than resizing that design, and see why Java farm designs fail on Bedrock for the wider pattern.

RateVariable, evoker-dependent; no published totems-per-hour figure
XP levelMid-to-late game
Build time30-45 min build, longer if the trigger zone forces a redesign
DifficultyAdvanced

The mechanic that changes everything: wave count does not scale with Raid Omen on Bedrock

Both editions run the same base wave counts by world difficulty, per the Minecraft Wiki's Raid page:

  • Easy: 3 waves
  • Normal: 5 waves
  • Hard: 7 waves

On Java, a Raid Omen level of II or higher adds one extra wave on top of that base count, and enchanted raider gear scales with the level too. That is why a lot of Java raid-farm guides, including ours, recommend stacking Bad Omen before triggering: a higher level means a longer, more evoker-dense raid.

Bedrock's wave count does not increase with a higher Bad Omen level. You get the same 3, 5, or 7 waves regardless of how much Bad Omen you're carrying when you trigger. Enchanted raider gear also spawns at fixed levels on Bedrock rather than scaling with Raid Omen level. Stacking Bad Omen on Bedrock changes nothing about wave count, evoker odds, or gear enchant level on the raiders you'll fight.

This is confirmed on the Minecraft Wiki's Raid page, which documents the wave-scaling bonus as Java-only behavior.

The practical consequence: your reset loop only needs Bad Omen at level I before walking into the trigger zone. No reason to farm extra Ominous Bottle potency, and no reason to design around "wait for a stronger Bad Omen" the way some Java builds do. Difficulty setting is still the lever that matters: Hard gives 7 waves and more reliable evoker appearances than Easy's 3.

The trigger zone is far bigger on Bedrock

Bad Omen becomes a raid once it converts to Raid Omen inside a village, and the conversion zone is where the two editions diverge sharply in size:

  • Java uses a 3x3x3 subchunk region around the village.
  • Bedrock uses a 64x23x64 region around the village centre, per the Minecraft Wiki's Raid page.

That is a dramatically larger trigger volume, both horizontally and vertically. On Java, a trigger point just outside a 3x3x3 subchunk boundary is safe to stand at and reset without starting the raid early. On Bedrock, that same spot is very likely still inside the 64x23x64 region, so a raid can trigger sooner and from farther away than a Java-trained builder expects.

If you are building a staging area where you want to hold Raid Omen without starting the raid yet, do not assume Java-style distances keep you safe. Test the actual boundary on your Bedrock world before relying on a fixed offset from the village centre.

Raider spawn region: bigger and simpler on Bedrock

Where the raiders themselves appear also differs:

  • Java spawns raiders using per-wave spawn checks during a 300-tick cooldown, constrained by vertical range and entity-ticking chunk requirements around the raid centre.
  • Bedrock spawns raiders in a 128x32x128 region around the village centre, above or below ground, using simpler placement rules than Java's per-wave checks.

The Bedrock spawn volume is large enough that raiders can appear well outside your funnel if the build doesn't account for it. A Java-style farm relying on a tight, walled-in spawn box to force raiders through one path is working against a much larger legal spawn region on Bedrock. Build containment wide enough to cover the 128x32x128 area, or accept some raiders will spawn outside it.

Vindicator doors: contain, don't rely on them staying shut

Java and Bedrock vindicators both gain door-breaking ability during a raid on Normal difficulty and above, but they behave differently around doors:

  • Java vindicators actively seek out and open or break wooden doors as part of their pathing.
  • Bedrock vindicators only break doors when passing by; they do not actively seek them out.

This changes containment. A Java raid farm has to assume any wooden door in a vindicator's path eventually gets broken, since Java vindicators actively hunt for doors. On Bedrock, a vindicator that never paths near a door is less likely to break it, making wooden doors a somewhat more reliable containment piece, though not a guarantee: one that does pass by will still try to break through.

Mechanic Java Edition Bedrock Edition
Bad Omen to Raid Omen trigger zone 3x3x3 subchunk region 64x23x64 region around village centre
Wave count scaling with Raid Omen level +1 wave at level II and above Fixed at 3/5/7 by difficulty, no scaling
Enchanted raider gear Scales with Raid Omen level Fixed levels, does not scale
Raider spawn region Per-wave checks, 300-tick cooldown 128x32x128 region, simpler placement
Vindicator door behavior Actively seeks and breaks doors Breaks doors only when passing by
Evoker's totem drop Unconditional on death Unconditional on death (same)

Do you still need a player kill for the totem?

No, and this part is identical to Java. Per the Minecraft Wiki's Evoker page, an evoker drops its totem of undying unconditionally on death, regardless of what killed it. That holds on Bedrock the same way it does on Java. The player-kill condition applies to a different drop, not the totem.

Where Bedrock actually differs is the emerald drop:

  • Java requires the kill be credited to a player or a tamed wolf for emeralds to drop at all, with the drop chance increasing at higher Looting levels.
  • Bedrock drops emeralds regardless of what killed the evoker, but the chance is fixed at 50% per Looting level rather than climbing further.

So a Bedrock kill chamber that lets everything die to fall damage or an automated hit still yields both totems and a shot at emeralds. The same automated design on Java gets the totem but forfeits the emerald roll entirely. That is a genuine Bedrock advantage for a fully automated build.

This is the inverse of the usual pattern in this article. Most of the differences above mean a Java raid-farm layout needs rework on Bedrock. The unconditional emerald drop is one place where Bedrock's automated kill chamber loses less than Java's does.

When evokers actually show up

Evokers are not guaranteed in every wave on either edition. Easy raids are shorter and evoker appearances are chance-based rather than guaranteed, while Normal and especially Hard raids run more waves with more consistent evoker presence. The Minecraft Wiki's Raid page documents base wave counts but no exact per-wave evoker probability for either edition, so treat this as directional: harder difficulty means more evokers, not a guaranteed count.

No totems-per-hour figure is published for either edition. Treat any number you see quoted elsewhere as one builder's result, not a guarantee for yours.

What to bring

Shopping list

  • Building blocks for the trigger village and kill chamber, sized to cover Bedrock's larger 64x23x64 trigger zone and 128x32x128 raider spawn region rather than a Java-sized layout
  • A stack of beds to define the trigger village boundary
  • Hoppers and chests for totem and item collection
  • A weapon with Looting, which helps emerald odds on Bedrock too, though the cap stays at 50% per level rather than climbing further
  • A stock of Ominous Bottles for repeat triggers, only to level I since higher levels add nothing on Bedrock
  • Milk, kept on hand in case you need to cancel a Raid Omen mid-setup

Building it around Bedrock's rules

  1. Confirm your world difficulty. Normal or Hard, exactly as on Java, makes evoker appearances reliable rather than chance-based.
  2. Map the real trigger zone. Measure out the 64x23x64 region around your trigger village's centre before deciding on a safe staging area. Do not reuse a Java-sized offset.
  3. Build containment to cover the larger raider spawn region. A 128x32x128 volume is a lot of space; build wide enough to fence it in, or accept some raiders will spawn outside your funnel.
  4. Skip the Bad Omen stacking step entirely. Level I Bad Omen gets you the same wave count as any higher level would on Bedrock.
  5. Let the kill chamber be fully automated if you want. Bedrock's emerald drop does not require a player kill, so automation does not cost you that roll the way it would on Java.

Pros

  • Emeralds drop from evokers regardless of kill method on Bedrock, unlike Java, so a fully automated kill chamber does not sacrifice that drop
  • No need to stock or manage higher Bad Omen levels, since wave count is fixed regardless
  • The totem drop itself is unconditional on both editions, so the core payoff of the farm is unaffected by any of these differences

Cons

  • The much larger trigger zone and raider spawn region mean a Java-sized layout will not reliably contain a Bedrock raid
  • Vindicators that do happen to path near a door will still break it, so contained wooden-door designs need testing rather than blind trust
  • Evokers are still not guaranteed per raid on either edition, so throughput stays uneven regardless of these mechanical differences
  • No published totems-per-hour figure exists for Bedrock, so exact throughput cannot be pre-calculated

Common mistakes

Stacking Bad Omen expecting a bigger raid. Only works on Java; level I gets the same wave count as any higher level on Bedrock.

Reusing a Java-sized trigger boundary. The 64x23x64 Bedrock zone is far larger than Java's 3x3x3 subchunk region; a spot safely outside the trigger on Java may not be on Bedrock.

Building a tight raider funnel sized for Java's spawn logic. Bedrock's 128x32x128 spawn region is large; a narrow containment box built for Java will miss raiders spawning outside it.

Assuming vindicators never break a contained door. They still break doors when passing by, just without hunting for them.

Assuming an automated evoker kill loses the emerald roll. On Bedrock it doesn't; emeralds drop regardless of kill method. That assumption only holds on Java.

Frequently asked questions

Does stacking Bad Omen give a bigger raid on Bedrock?

No. Java adds an extra wave at Raid Omen level II and above and scales raider gear enchantments with it. Bedrock's wave count stays fixed at 3, 5, or 7 by difficulty regardless of Bad Omen level, and raider gear enchant levels are fixed too. Stacking past level I does nothing extra on Bedrock.

Do evokers need to be killed by a player for the totem to drop on Bedrock?

No, on either edition. Per the Minecraft Wiki's Evoker page, the totem drops unconditionally on death regardless of kill method. Bedrock does differ on the emerald drop: emeralds drop regardless of kill method there too, capped at a fixed 50% chance per Looting level, while Java requires a player or tamed-wolf kill for any emeralds at all.

How much bigger is the Bedrock raid trigger zone than Java's?

Java converts Bad Omen to Raid Omen inside a 3x3x3 subchunk region around a village. Bedrock uses a 64x23x64 region around the village centre, a large increase in both footprint and vertical range, so a Java-sized staging area is not a safe assumption.

Do vindicators break doors the same way on both editions?

No. Java vindicators actively seek out and break wooden doors during a raid on Normal difficulty and above. Bedrock vindicators only attempt to break a door when passing by it; they do not hunt for doors. Doors are a somewhat more reliable containment piece on Bedrock as a result, but not a guarantee.

Can I get totems on Bedrock without building a dedicated farm?

Yes. Woodland mansions generate a fixed, non-renewable batch of evokers, and any natural village raid can also produce them. Neither is repeatable at one location the way a dedicated farm is, but both work for a one-time totem supply.

Is there a published totems-per-hour rate for Bedrock?

No. Neither edition publishes a per-hour figure. Output depends on how many evokers spawn across your raids, which is not guaranteed per wave. Treat any rate quoted elsewhere as one build's measured result, not a plannable number.

This guide is a Bedrock-specific companion to our Java totem farm guide and Java raid farm guide; do not port either layout directly. For the wider pattern of Java farm designs needing a rebuild on Bedrock, see why Java farm designs fail on Bedrock and Java vs Bedrock in 2026. Part of our Minecraft farm guides collection.


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