Fisch: Enchantments Tier List
Enchant your rods with the best bonuses!
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Enchantments are a key mechanic in Fisch, as they can passively buff (or sometimes debuff) your rods and allow you to reach peak efficiency. While they don't provide any flashy VFX, the varied bonuses they give can make certain rods usable or straight up overpowered.
To help you figure out which ones to go for, we've compiled a handy tier list ranking all of them from the best to the worst. Keep in mind that some enchantments have very good niche uses, so even if something is ranked at the middle of the pack, there may be specific cases where they are insanely good.
The tier list below excludes the Sovereign Enchantments, as they would all fall into a top tier of their own by default. Instead, we have a dedicated section explaining their bonuses further below.
- S Tier
Mystical
Santa
Greed
Valentine's
Peppermint
Cryogenic
Gingerbread
Anomalous
- A Tier
Sea Prince
Blessed Song
Immortal
Clever
Wise
Ferocious
Sea Overlord
Spooky
Eerie
Hasty
Herculean
Divine
- B Tier
Abyssal
Quality
Flashline
Swift
Momentum
Tryhard
Chaotic
Rage
Sea King
Blessed
Frightful
Scavenger
Piercing
Insight
Merry
Quantum
Hunter
Overclocked
Vicious
Storming
- C Tier
Wormhole
Controlled
Tenacity
Glittered
Chronos
Cupid
Sacrificial
Invincible
Fractured
Breezed
Ghastly
Lucky
- D Tier
Noir
Steady
Resilient
Mutated
Scrapper
Putrid
Pharaoh's Curse
Weak
Unbreakable
Wobbly
Restricted
Sovereign Enchants
These enchantments require extremely rare Sovereign Relics and have specific prerequisites to actually use. They are really powerful and belong on a tier of their own, and they are best paired with specific affixes (also a unique mechanic for these enchantments). Here's a list of all the Sovereign Enchantments:
Sovereign Enchantment | Bonuses |
|---|---|
Glimmering Crown | 10% bonus chance for Shiny or Sparkling fish and +20% chance for all mutations |
Immortal Might | +90% Luck, +35% Progress Speed, and +30% Lure Speed |
Magnitude Might | +35% Resilience, +25% Fish Weight, and +0.25 Control |
Menacing Spirit | +30% chance to stab per fish movement, +20% Progress Speed, and +7 Disturbance |
Propensity Spirit | +15% chance to freeze a lured fish, +15% chance to catch duplicate fish with the Sovereign mutation, and 35% chance to stab a fish every 0.8 seconds |
Starforged Spirit | +65% Fish Weight, +15% Resilience, and +5% Forced Progress Speed |
Steady Crown | +25% Resilience, +25% Progress Speed, and +0.1 Control |
Stonewake Crown | +35% Resilience, +20% Fish Weight, and reduces fish movement |
Swift Might | +55% Lure Speed, +50% Progress Speed, and +10% Forced Progress Speed |
S Tier - Overall Great
The following enchantments are generally great and widely used by a lot of grinders, especially those who are near or already at the endgame grinds.
Enchantment | Bonuses | Reason for Rank |
|---|---|---|
Mystical | +25% Luck, +45% Resilience, +15% Lure Speed, and +10% Progress Speed | Generally just a really good enchantment to have on most rods in the game |
Santa | 30% chance to give varying Christmas-themed mutations (5 to 8.5x value), +30% Progress Speed, and +30% Fish Size | Another overall great enchantment to have for most rods |
Greed | -30% Lure Speed, -5% Progress Speed, and +50% Fish Weight | Great for moneymaking, especially if your rod can cancel out its debuffs |
Valentine's | 45% chance to give Valentine's Day-themed mutations, +30% Progress Speed, and +10% Resilience | Almost as good as Santa, and just great overall |
Peppermint | 10% chance to get the Peppermint mutation, +40% chance to stab a fish per movement, and +25% Luck | A really good source of stab for rods that don't have it |
Cryogenic | 20% chance to freeze a fish within the first second | Can be amazing when used on certain late game fish |
Gingerbread | 10% chance to give the Gingerbread mutation, +40% Fish Size, and +10% Progress Speed | Pretty good enchantment for pumping up size, especially with other stackable bonuses |
Anomalous | 20% chance to catch duplicate fish with the Anomalous mutation | Particularly good when paired with a Lucid Rod for higher duplication chance |
A Tier - Great Alternatives
These enchantments are also pretty good, and they only miss out on the top spot as they are typically seen as more situational choices or supplemental to other great ones.
Enchantment | Bonuses | Reason for Rank |
|---|---|---|
Sea Prince | +15% Fish Weight | Great for pumping up size, especially when paired with other size increasers |
Blessed Song | +20% True Progress Speed and +20% Progress Speed | Really good when stacked with other progress speed bonuses, or with powerful secondary enchantments |
Immortal | +75% Luck and +30% Progress Speed | Can be particularly good for moneymaking |
Clever | Grants x2.25 XP from all catches | Really good for level grinding, and it stacks with XP bonus rods |
Wise | Grants x1.2 XP from all catches | Lower bonus than Clever, but it can stack on top of it |
Ferocious | +4 Disturbance | Great for players who are trying to maximize their Disturbance |
Sea Overlord | +40% Fish Weight | Can be great with certain rods that already have good bonuses on other stats (e.g. mutation chance) |
Spooky | +10% chance to give the Spooky mutation, +30% chance to stab a fish per movement, and +0.1 Control | Pairs well with the Peppermint enchantment, especially on rods that don't already have stab mechanics |
Eerie | +10% chance to give the Eerie mutation, +10% Fish Size, and +10% Progress Speed | Really good secondary, especially for rods that don't innately grant mutations |
Hasty | +55% Lure Speed | Just a good enchantment in general |
Herculean | +25,000 Max Kg, +10% Progress Speed, and +0.2 Control | Really good for certain rods, especially those with low control |
Divine | +50% Luck, +25% Lure Speed, and +20% Resilience | Great luck boost and some decent bonuses alongside it |
B Tier - Good
The enchantments in B Tier are not bad at all, they are just generally more situational than the others on the upper tiers. They're still good, so don't write them off just because they showed up in the middle of this tier list!
Enchantment | Bonuses | Reason for Rank |
|---|---|---|
Abyssal | 20% chance to give the Abyssal mutation, 80% chance to grant +30% Fish Weight, and 20% chance to give -40% Fish Weight | Can be good for moneymaking, despite the potential debuff |
Quality | +20% Luck, +20% Lure Speed, +10% Resilience, and +5% Progress Speed | Can be great overall, but it's a significant notch below Mystical |
Flashline | 75% chance to grant +15% Progress Speed and 25% chance to grant +100% Progress Speed | This can counter slow Progress Speed |
Swift | +30% Lure Speed and +10% Progress Speed | A decent boost for slow rods |
Momentum | For every perfect catch: +2% Lure Speed, Resilience, and Progress Speed. Regular catches will reduce these bonuses by 4%. Bonuses cap at 40% | A good enchantment if you're consistent, and ideally with a rod that's easier to control |
Tryhard | +50,000 Max Kg, +30% Progress Speed, and -0.1 Control | Can be a great buff to rods with high control, especially when also paired with enchantments that counter its negative effect |
Chaotic | 15% chance to stab per fish movement, and a 12% chance to give the Chaotic mutation | Decent source of stab, and a small chance to pump up the value of fish |
Rage | -50% Luck, -20% Resilience, and 25% chance to stab per fish movement | Also a decent source of stab if your rod can counter the negative luck |
Sea King | +30% Fish Weight | Pretty good for moneymaking, especially with rods that have their own mutation buffs |
Blessed | +5% Lure Speed, +5% Progress Speed, and +5% chance to catch Shiny or Sparkling fish | Great for those who are trying to catch Shiny or Sparkling fish |
Frightful | 10% chance to give the Frightful mutation, +50% Progress Speed, and -20% Resilience | An okay primary enchantment for some rods |
Scavenger | 3x chance to catch Enchant Relics, Treasure Maps, Threads, and Nukes. +1.75x chance for Exalted Relics and +1.5x chance for Atomic Nukes. | Amazing in its specific niche when paired with certain rods (e.g. Sunken Rod), but not too useful outside of that |
Piercing | 30% chance to stab per fish movement and +15% Progress Speed | Decent source of stab and Progress Speed |
Insight | 30% chance to give the Purified mutation, +30% Lure Speed, and x1.5 XP from all catches | Good XP booster, especially for slower rods |
Merry | 10% chance to give the Merry mutation, +35% Progress Speed, and +35% Lure Speed | Decent Progress Speed and Lure Speed modifier with a small mutation chance |
Quantum | 25% chance to give the Subspace mutation, with an additional +10% chance on Perfect Cast. +15% Resilience | Decent moneymaking enchantment, especially with rods that are already good on their own |
Hunter | +2 Disturbance | Decent Disturbance buff, though obviously a notch down from Ferocious |
Overclocked | +5% Forced Progress Speed | Good when catching Progress Locked fish, and often paired with other higher tier enchantments |
Vicious | +1 Disturbance and +10% Progress Speed | Okay Disturbance buff with a slight Progress Speed boost |
Storming | +50% Luck, +25% Lure Speed, and 25% chance to give the Electric mutation. These buffs are massively pumped up during Rain (x2) and Stormy (x2.5). | Particularly great on rods that have low luck, even when ignoring the weather-specific buffs |
C Tier - Just Okay
These ones aren't necessarily bad, but they're often outclassed or have to be paired with certain enchantments/rods to be valuable. Again, don't write them off, as they can be really good in very specific combos/uses.
Enchantment | Bonuses | Reason for Rank |
|---|---|---|
Wormhole | 80% chance to catch fish from random locations. Also grants a small chance to apply location-specific natural mutations. | Can be useful for players who still haven't completed the Bestiary, but absolutely awful for anything else |
Controlled | +0.15 Control | Really good for rods with negative control (e.g. Tryhard Rod), not much useful elsewhere |
Tenacity | +20% Progress Speed for every snapped reel | You can stack Progress Speed to ridiculous lengths, but this has extremely specific use cases |
Glittered | 3% chance to catch a Shiny or Sparkling fish | Can be good for Shiny or Sparkling hunters, but there are better options for this |
Chronos | 50% chance to freeze a fish every 2.5 seconds | May be good with specific rods and while trying to catch certain fish, and is typically paired with Cryogenic |
Cupid | 10% chance to give the Sweet mutation, +30% Progress Speed, and +25% Lure Speed | Often plays second fiddle to Valentine's, but it isn't bad |
Sacrificial | Sacrifices health for a chance to give the Sanguine mutation | May be good with certain rods, but there are much better alternatives for mutations |
Invincible | Allows for infinite Max Kg and grants you access to fishing in certain locations | Not much utility, but it's required for rods like the Duskwire (which has a hilariously negative Max Kg stat) |
Fractured | +50% Progress Speed and -0.1 Control | Niche enchantment for high control rods |
Breezed | +50% Luck, +20% Lure Speed, and +10% Progress Speed. Bonuses are doubled when it's Windy | Can be a decent luck booster for some rods |
Ghastly | 100% chance to give the Translucent mutation, and 10% chance to catch duplicates | Can be good when paired with the Lucid Rod, though Anomalous is usually more favored |
Lucky | +50% chance for mutations, +25% Luck, and +15% Lure Speed | Decent luck booster, but doesn't have much else going for it |
D Tier - Meh
Finally, these enchantments aren't really good, though there may be situations where you have to use these enchantments for a bit. For the most part, you'll want to avoid these for general use.
Enchantment | Bonuses | Reason for Rank |
|---|---|---|
Noir | 100% chance to give either the Albino or Darkened mutation, and +20% Fish Size | Not particularly good, but it can potentially be a decent moneymaking enchantment if you have nothing else |
Steady | +20% Progress Speed and +0.05 Control | It's not too bad, but it's not the most exciting enchantment out there as it's mainly just extra Progress Speed |
Resilient | +35% Resilience and +10% Size Boost | Okay for low resilience rods, not much utility outside of that |
Mutated | +90% Mutation chance | Not good, but can shine in very specific situations (e.g. quests where you need to catch fish with natural mutations) |
Scrapper | 60% chance to not consume any bait | May be useful in specific scenarios where you have to use incredibly rare bait |
Putrid | 2% chance to give the Putrid mutation and -10% Luck | Just straight up awful, but there are specific uses for Putrid stuff (e.g. Dead Man's Rod) |
Pharaoh's Curse | 25% chance to give the Sandy mutation | Sandy just isn't a good mutation, and the chance to get it is already low |
Weak | -10% Max Kg | Reduces max weight |
Unbreakable | +10,000 Max Kg and +0.1 Control | May be good for certain rods, but there are much better alternatives |
Wobbly | -0.05 Control | Reduces control |
Restricted | Blocks enchantments, mutations, etc. Also stops you from fishing in specific locations. | It's technically an enchantment, but it's mainly just a way to lock you out from using certain rods until you finish their quest. |