Five TDs Enchantments & Workshop Rolls
Spend Souls wisely — every reroll should match a unit’s job.
Enchantments are the quiet power spike in Five Nights TD 2. Two players can own the same Mangle or Fazcade and still lose because one rolled Damage III or Investor while the other settled for a weak Speed I. This guide explains how Workshop enchanting works, lists every enchant, and shows who should chase which roll. Pair it with the compact priority table on the enchant tier list and the comps in Best Teams.
How to enchant at the Workshop
In the hub, enter the enchanting area and step into the enchant unit circle. Select a unit, pay Souls, and receive a random enchant. If the result matches the unit’s role, keep it. If not, spend more Souls to reroll. Souls drop from modes, quests, battle pass tracks, codes, and events — treat them as a premium resource, not free spam currency.
Only enchant keepers: units that stay on your story, Endless, or PvP boards. Rolling on temporary Toy fillers wastes the bank you need for Headless Horseman Mangle, Dreadbear, Purple Guy, or your farm. New accounts should finish Getting Started and bank Souls before heavy rerolling.
Full enchant list
| Enchant | Effect |
|---|---|
| Range I | +5% RNG |
| Range II | +10% RNG |
| Range III | +15% RNG |
| Damage I | +5% DMG |
| Damage II | +10% DMG |
| Damage III | +15% DMG |
| Speed I | −5% CD |
| Speed II | −7.5% CD |
| Speed III | −12.5% CD |
| Engineer | +50% EXP |
| Puppetnightmare | +30% RNG |
| Investor | −10% cost, +20% income |
| Haywire | −20% CD |
Common stat enchants (Range / Damage / Speed lines) appear often. Engineer shows up more than the premium rolls and is mainly useful while leveling a unit you still plan to replace later. Puppetnightmare, Investor, and Haywire are the high-impact targets most veterans chase.
Who wants which enchant
Damage III on DPS — Primary carries such as Headless Horseman Mangle, Dreadbear, Purple Guy, Mangle, Party Glock Freddy, Golden Freddy, and Withered Freddy want raw damage. Damage III is the default finish line when Haywire is unavailable or less valuable on that kit.
Range III on supports — Supports, aura pieces, and units whose value scales with coverage prefer Range III. Puppetnightmare (+30% RNG) is a premium upgrade over Range III when you can afford the rerolls. Endo 01–style supports and many slow/knockback kits love the extra reach.
Haywire on ability units — Haywire’s −20% cooldown is the best roll for units that live on ability uptime. If a kit revolves around a timed stun, nuke, or pulse, Haywire usually beats Damage III. Speed III is a weaker cousin when Haywire will not drop.
Investor on farm — Fazcade and any income unit should chase Investor. Lower placement/upgrade friction plus stronger income compounds across Endless waves. Putting Investor on a pure DPS unit is almost always a mistake.
Engineer — Accept temporarily on units you are still feeding and evolving, then reroll off once the unit is maxed and ready for a combat enchant.
Reroll discipline
Every reroll costs Souls. Set a stop rule before you open the menu: for example, accept Damage II on a mid-tier DPS until Souls recover, but keep rolling a meta carry until Damage III or Haywire. Do not chase Puppetnightmare on every support in one night — spread the budget across the units that appear in Best Teams.
Track which board slots are “finished.” A finished enchant means you stop touching that unit until a balance patch changes priorities. Unfinished slots get the next Soul dump after codes and quests refill the wallet. Redeem codes that grant Souls before long enchant sessions.
Mode-specific notes
Story — Stable Damage III / Range III boards clear nights reliably. Engineer can stay on a feeder unit you are still evolving between games.
Endless — Investor on Fazcade is near-mandatory for serious wave counts. DPS still wants Damage III or Haywire; range helps when lanes get messy late. See Endless Mode.
PvP — Cooldown and burst matter under send pressure. Haywire and Damage III shine; farm enchants matter less if matches end before economy snowballs. Flex bans may force you to enchant more than one DPS option — budget Souls accordingly in the PvP guide mindset.
Practical Workshop routine
- List your six main board units from Best Teams or the unit tier list.
- Assign a target enchant to each (Damage III, Range III / Puppetnightmare, Haywire, Investor).
- Redeem Soul codes, then roll only those slots.
- Accept “good enough” on backups; perfectionist-roll only true meta cores.
- Recheck the enchant tier list after major patches.
Enchanting does not replace placement skill from How to Play, but correct rolls turn a solid team into a ladder-climbing one. Spend Souls like they are limited — because they are.
Frequently Asked Questions
Quick answers for Five TDs players on Roblox.
How do I enchant units in Five Nights TD 2?
Go to the Workshop enchant area in the hub, step into the enchant circle, select a unit, and spend Souls for a random enchant. Reroll with more Souls until the result fits the unit’s role.
What is the best enchant for DPS units?
Damage III is the default best combat roll for most DPS. Chase Haywire instead when the unit’s value comes from ability uptime and cooldowns.
What should supports and farm roll?
Supports prefer Range III or Puppetnightmare for coverage. Farm units such as Fazcade should chase Investor for lower cost and higher income.
Is Engineer worth keeping?
Engineer (+50% EXP) is fine while you are still feeding and evolving a unit. Reroll to a combat or economy enchant once the unit is geared for real content.
Why do rerolls feel expensive?
Because Souls are shared across every keeper. Limit perfectionist rerolls to meta cores, accept mid rolls on backups, and refill Souls from codes, quests, and modes before long Workshop sessions.
Where is the enchant priority table?
Use the enchant tier list page for a compact priority view, and return here for full effect text and mode notes. Best Teams shows which units deserve the Soul budget first.