Tier List

Five TDs Enchant Priority Tier List

Who wants which Workshop roll — and which enchants to chase first.

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This enchant tier list ranks Workshop rolls in Five Nights TD 2 by practical impact and tells you which unit roles should chase them. Full effect text, reroll discipline, and mode notes live in the Enchantments guide. Use this page as the quick priority table when you are mid-Workshop with limited Souls. Unit power rankings stay on Best Units; comps stay on Best Teams.

Priority overview

PriorityEnchantEffectWho wants it
S+Haywire−20% CDAbility-centric DPS and skill uptime units
S+Investor−10% cost, +20% incomeFazcade and any farm
SPuppetnightmare+30% RNGSupports and range-scaling kits
SDamage III+15% DMGMost pure DPS carries
ARange III+15% RNGSupports, aura, coverage units
ASpeed III−12.5% CDDPS when Haywire will not drop
BDamage / Range / Speed IIMid rollsAccept temporarily on backups
BEngineer+50% EXPUnits still being fed/evolved
CTier I stat enchantsSmall bonusesReroll when Souls allow

Exact percentages for Range I–III (+5/10/15% RNG), Damage I–III (+5/10/15% DMG), and Speed I–III (−5/7.5/12.5% CD) match the current Workshop table documented in the Enchantments guide.

S+ enchants explained

Haywire is the cooldown king. Any unit whose kit revolves around a timed ability — nukes, pulses, team buffs on a long CD — jumps a tier with Haywire. On pure auto-attack sticks, Damage III can still win, but ability carries should keep rolling.

Investor is non-negotiable on farm. Fazcade with Investor funds Endless upgrades that no Damage III Toy will ever match. Putting Investor on a non-income DPS wastes a premium roll; reroll off if it lands on the wrong unit and Souls allow.

S enchants explained

Puppetnightmare gives a massive range bump (+30% RNG) that outclasses Range III. Supports, slow applicators, and units whose effective DPS depends on staying on more path tiles want this first. It is rarer than basic Range rolls — budget Souls accordingly.

Damage III is the default finish line for Headless Horseman Mangle, Dreadbear, Purple Guy, Mangle, Party Glock Freddy, Golden Freddy, Withered Freddy, and most other carries listed on Best Units. Stop here unless the specific kit screams Haywire.

A enchants and when they are enough

Range III is the affordable support target when Puppetnightmare will not appear. Many boards function perfectly with Range III on Endo 01–style supports, Cupcake lines, and Toy Chica utility.

Speed III bridges toward Haywire. Accept on DPS that attack slowly or need more procs, then decide later whether another Soul dump for Haywire is worth it.

B / C enchants

Engineer speeds feeding. Keep it while a unit is still climbing evolve ranks after Getting Started, then replace with a combat or economy enchant before serious Endless or ranked (Endless Mode, PvP).

Tier I–II Damage/Range/Speed rolls are stepping stones. On Meta cores, keep rerolling. On temporary A/B units, Tier II can be “good enough” until the unit is benched.

Who wants which enchant (role map)

RoleFirst targetAcceptable backup
Meta / S DPS (auto-attack)Damage IIIDamage II, Speed III
Ability DPSHaywireSpeed III, Damage III
Supports / auraPuppetnightmareRange III
Farm (Fazcade)Investor— (keep rolling)
Still leveling any unitEngineerAny, then reroll later

Soul budget tips

  1. Finish Investor on farm if you play Endless weekly.
  2. Finish Damage III or Haywire on your top two DPS before perfectionist-rolling every support to Puppetnightmare.
  3. Redeem Soul codes before Workshop marathons.
  4. Do not enchant B/C Toys you will replace after the next banner.
  5. Re-read the Enchantments guide when a patch changes odds or effects.

Mode tweaks

Story — Damage III + Range III boards clear reliably; Engineer is fine mid-progress. Endless — Investor first, then DPS combat rolls, then support range. PvP — Haywire / Damage III on two flex carries beat a single perfect farm enchant.

Enchant priority is how you turn a good bench into a winning board. Chase S+ and S rolls on keepers, accept A on backups, and stop lighting Souls on units already headed for the bench.

FAQ

Frequently Asked Questions

Quick answers for Five TDs players on Roblox.

What is the best enchant in Five Nights TD 2?

It depends on the unit. Haywire is best for ability uptime, Investor is best for farm, Puppetnightmare or Range III for supports, and Damage III for most pure DPS carries.

Should every DPS chase Haywire?

Only if their kit values cooldown heavily. Auto-attack carries are usually happier with Damage III. Use Best Units kit notes and the Enchantments guide to decide.

Is Range III good enough versus Puppetnightmare?

Yes for most accounts. Puppetnightmare is a premium upgrade. Lock Range III on supports if Souls are tight, then revisit Puppetnightmare later.

What does Engineer do on the tier list?

Engineer (+50% EXP) is a temporary leveling enchant. It ranks lower for finished boards because you should reroll into combat or Investor once the unit is geared.

Where are the full enchant percentages?

See the Enchantments guide for the complete Workshop list, including Range, Damage, Speed tiers, Puppetnightmare, Investor, and Haywire values.

What should I enchant first with limited Souls?

Investor on Fazcade if you run Endless, then Damage III or Haywire on your best two DPS, then Range rolls on supports. Skip perfectionism on units you will bench.