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Minecraft

Minecraft Raid Farm Guide: Totems, Emeralds and the Omen Loop

Raid farms explained: how ominous bottles and Raid Omen keep waves cycling, how raiders are funnelled into a killing chamber, and what loot makes it worth building.

By the Pro Game Guides team · 2026-11-09 · 6 min read
Minecraft Raid Farm Guide: Totems, Emeralds and the Omen Loop
Quick answer

Raid farms explained: how ominous bottles and Raid Omen keep waves cycling, how raiders are funnelled into a killing chamber, and what loot makes it worth building.

A raid farm turns Minecraft's village raids into a renewable harvest of emeralds, totems of undying, saddles and the assorted drops that pillagers, vindicators, evokers, witches and ravagers carry. The core principle is a loop: gain the Raid Omen effect, walk into a village so a raid begins, let the waves funnel into a killing area where you finish them off, then gain a fresh omen from the next patrol captain or ominous bottle and repeat — ideally without ever leaving the farm.

How do you trigger raids on demand?

Raids start when a player carrying the Raid Omen effect enters a village. In current versions that effect comes from drinking an ominous bottle, which drops from raid captains — the banner-carrying pillagers found at outposts and in patrols — and from trial chamber vaults. Older guides describe getting Bad Omen directly by killing a captain; the bottle replaced that, so stock up on bottles and think of them as raid tickets.

The strength of the bottle matters. Higher-tier omens produce harder raids with more waves, which means more loot but also tougher vindicators and evokers. Most farms are tuned for a comfortable middle tier, where a decent sword and armour set can keep pace with the spawns.

What does the farm itself actually look like?

Every raid farm answers the same problem: raiders spawn on the surface around a village, in waves, and you need them delivered to one spot. Common solutions corral a tiny artificial village — often a single villager over a bed, high in the air or enclosed so the raiders cannot reach him — and shape the ground so that spawning can only happen on one platform or in one drop shaft.

From there the designs diverge. Some drop raiders down a chute and soften them with fall damage so a few sword swings finish each wave. Others use lava, campfires or trident killers to automate the killing, while the simplest farms just box the raiders into a small pit where sweep attacks do the work. Whatever the mechanism, a safe player platform with storage, a bed and spare gear sits at the heart of it.

What do you get out of a raid farm?

  • Emeralds, dropped by pillagers, vindicators and evokers
  • Totems of undying from evokers — effectively spare lives
  • Saddles and crossbows from ravagers and pillagers
  • Redstone, glowstone, gunpowder, sugar and sticks from witches
  • Iron axes, ominous bottles and a mountain of experience

The totems alone justify the build for hardcore and boss-fight players; the emeralds quietly fund a whole trading hall on the side.

How do you keep the cycle going safely?

The loop depends on chaining omens: captains appear in later waves of each raid, so a finished raid hands you the bottles for the next one or two. Keep a milk bucket nearby to strip effects if things go wrong, and never wander into your real village while an omen is active.

Safety is mostly about containment. Raiders must never reach the villager powering the farm, vexes summoned by evokers can pass through walls and demand a fully enclosed killing chamber, and ravagers hit hard enough to punish a lazy gear check. Build the chamber from solid blocks, keep dogs and other pets far away, and treat the first full run as a test — tune the drop distance and your weapon before going for marathon sessions.

Do raid farms work in Bedrock too?

Yes, raids and ominous bottles exist in Bedrock, and the same loop applies. Expect differences in the detail rather than the concept: Bedrock raids have their own wave composition and spawn behaviour, so designs tuned for Java spawning rules cannot simply be rebuilt block-for-block. Bedrock players should look for designs tested on their platform, and everyone should expect to tweak distances and timing after the first trial raid.

What should you do with the village at the centre of it?

Winning a raid grants Hero of the Village, a discount effect at that village — wasted on a bare farm cell unless you plan for it. Some players build a small trading post beside the farm so the discount lands somewhere useful, letting them buy cheap goods between raids with the emeralds the last raid just dropped. Keep any trading villagers physically separate from the raid's spawning ground, though: the discount is no consolation if a stray vindicator reaches your librarian.

Frequently Asked Questions

How do I start a raid whenever I want?

Drink an ominous bottle to gain the Raid Omen effect, then enter a village. Ominous bottles drop from raid captains at outposts and patrols, and from ominous vaults in trial chambers, so raids effectively pay for the next raid.

What is the best loot from a raid farm?

Totems of undying from evokers are the headline prize, alongside large quantities of emeralds, saddles, crossbows and witch drops such as redstone and glowstone. Hero of the Village discounts at the farm's village are a bonus.

Why do raiders keep spawning outside my farm?

Raiders spawn on valid ground around the village centre within a set radius. If they are appearing somewhere unexpected, there is spawnable terrain you have not covered, dropped or enclosed — patrol the surroundings and plug the gaps.

Can I lose my farm's villager and break the farm?

Yes — if the villager dies, the village centre can collapse and raids stop triggering properly. Protect the villager behind solid blocks, keep vexes out with a fully enclosed chamber, and consider keeping a spare villager nearby.

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