✨ Healer Skill Tree
~95 Nodes · 300+ SP Total Tree
Updated March 20, 2026
Healer Skill Tree — Every Node
The Healer tree is deceptively simple on the surface — it heals, it supports, it enables. The complexity is in the positioning tension: every node that increases aura radius or movement speed exists to solve the Healer's fundamental problem, which is that it must stay close enough to the Defender to sustain it while staying far enough from the Archer to preserve Lone Ranger. The two Keystones — Sanctified Ground and Vigour Pulse — resolve this tension in different ways, and choosing between them defines two distinct Healer identities.
SupportPrimary Role
AuraCore Mechanic
SpeedEndless Priority
PositionThe Challenge
Node tier key
Core — invest first, always
Strong — high value after Core
Keystone — build-defining node
Situational — map/build dependent
Skip — stat padding, low impact
⚠️ The Healer's Core Positioning Challenge
✓ Correct Position
Perpendicular to the enemy path, beside the Defender — not between the Defender and Archer. The Healer's aura reaches the Defender laterally. The Archer remains outside the Healer's proximity zone. Lone Ranger active.
✗ Common Mistake
Positioned between the Defender and Archer "to heal both." This places the Healer inside the Archer's Lone Ranger proximity radius, cancelling the +20% damage bonus for the entire wave silently.
Every skill tree node in this guide is evaluated with this constraint in mind. Nodes that help the Healer maintain coverage at correct lateral positioning are rated higher than nodes that assume a clustered party.
📋 Skill Point Cap & Healer Priority
The cap is
520 SP across all three trees. A fully optimised Healer build requires approximately
32–38 SP — the lightest investment of the three classes. Blessed Touch ×2 is the non-negotiable first investment. Everything after that serves the positioning and coverage challenges specific to your round range and play style.
The Healer's foundation. Blessed Touch is a percentage multiplier on all healing — every other heal source in the loadout benefits from it simultaneously. Two ranks give +30% total to Healing Circle regen, Shield Orb burst absorption, Vigour Pulse AoE, and Life Pendant procs all at once. Always invest both ranks before any other node.
2SP
Blessed TouchCore ×2
+15% healing output (each rank, stackable ×2)
The single most efficient node in the Healer tree. Two ranks provide +30% to all healing output simultaneously — Healing Circle's continuous regen zone, Shield Orb's burst absorption, Vigour Pulse's AoE burst, Life Pendant's double-heal proc, and any future heal sources. It is a multiplier, not a flat addition, so it scales with every item improvement. Invest both ranks before anything else without exception.
Rank 2 requires Rank 1 · Prereq for: Swift Heal, Deep Mending
Amplifies: All heal sources simultaneously — Healing Circle, Shield Orb, Vigour Pulse, Life Pendant
★★★★★
3SP
Deep MendingStrong
Healing Circle regen also restores 3% of max HP per tick (instead of flat value)
Converts Healing Circle's flat regen into a percentage of max HP. Combined with Iron Constitution ×2's HP increase, Deep Mending's absolute heal value grows proportionally with the Defender's HP pool. Against bosses in late Story Mode and in Endless Mode from Round 50+, the difference between flat and percentage regen is substantial — exactly the same scaling logic as Venom Bow vs Wand of Lightning.
Requires: Blessed Touch rank 1 · Prereq for: Overflowing Vitality
Synergy: Iron Constitution ×2 — larger HP pool increases absolute regen value
★★★★★
2SP
TriageStrong
+25% healing to targets below 40% HP
Conditional bonus that activates when the Defender is in the danger zone. Since the Healer is always trying to prevent the Defender from reaching 40% HP, this node specifically compensates for the moments when the Healer falls behind — burst damage sequences from boss Phase 2 transitions, knockback events that temporarily separate the Defender from Healer coverage, or high-round Endless Mode spikes. A safety net with a high activation value.
Requires: Blessed Touch rank 1
★★★★★
3SP
Overflowing VitalitySituational
Healing Circle can overheal targets up to 115% max HP (creates a temporary HP buffer)
Allows healing to exceed the Defender's max HP, creating a buffer that absorbs the first 15% of HP worth of damage before the actual HP pool is touched. Against boss one-shot sequences — Warden's Armoured Crush, Final Witch's Witchcraft — the buffer prevents the insta-kill scenario where a burst hit exceeds the Defender's current HP. Strong for Story Mode boss fights; lower value in Endless Mode where sustained damage is the threat rather than single large hits.
Requires: Deep Mending
★★★★★
1SP
Gentle HandsSkip
+8% healing output
A flat healing bonus at a flat value. Blessed Touch ×2 provides +30% at the same SP cost (4 total). Gentle Hands provides +8% at 1 SP but is not a multiplier on other sources — it only applies to direct heals, not to Shield Orb absorption or Vigour Pulse burst. Skip and invest those SP in Blessed Touch ranks instead.
★★★★★
1SP
Herbal RemedySkip
Heals cure 1 stack of debuff from the target per heal event
Debuff cleanse on heal. The only relevant debuffs in Tangy TD that the Healer can cleanse are the Witchcraft curse from the Final Witch and Root Crawler immobilise. Both are one-fight mechanics — a 1 SP investment that matters on two encounters in the entire game. Skip for every other context.
Requires: Gentle Hands
★★★★★
The coverage branch. Aura Radius directly determines how far from the Defender the Healer can stand while maintaining coverage — which is the primary variable in the Lone Ranger positioning equation. A wider aura means the Healer can stand further from the Archer's proximity zone while still reaching the Defender. This is the second investment destination after Blessed Touch ×2.
3SP
Aura RadiusCore
+30% Healing Circle aura radius
Expands the Healing Circle's coverage zone by 30%. In practical terms: the Healer can now stand further from the Defender while still providing full aura coverage. This additional distance is directly applicable to Lone Ranger positioning — a further Healer means the Healer is further from the Archer's proximity zone, reducing accidental isolation violations. Every run, every build, always invest this third after Blessed Touch ×2.
Requires: Blessed Touch rank 1 · Prereq for: Extended Reach, Encompassing Aura
Enables wider lateral Healer positioning, protecting Archer Lone Ranger isolation
★★★★★
3SP
Extended ReachStrong
+20% Healing Circle aura radius (stacks with Aura Radius)
A second radius node stacking with Aura Radius for a combined +50% extension. At this coverage level, the Healer can maintain Defender coverage from a position roughly two formation-widths away — which is sufficient on most maps to ensure zero proximity overlap with a correctly isolated Archer. The investment is worth it precisely because of how much easier it makes the Lone Ranger positioning puzzle throughout the entire run.
Requires: Aura Radius · Prereq for: Encompassing Aura
Combined +50% radius with Aura Radius significantly eases Lone Ranger maintenance
★★★★★
4SP
Encompassing AuraSituational
Healing Circle aura now also provides +5% damage resistance to covered allies
Adds a secondary defensive buff on top of the healing aura. The 5% resistance applies to the Defender and any allied tower inside the aura radius. This is primarily valuable in Endless Mode at high rounds where the Defender's per-hit damage intake is substantial enough that 5% resistance is a meaningful absolute reduction. The 4 SP cost makes it a luxury — invest here only after all core and strong nodes are complete.
Requires: Extended Reach or Aura Radius
★★★★★
2SP
Dual BlessingSituational
Healing Circle simultaneously heals the two lowest-HP targets in range
Changes the Healing Circle from single-target focus to dual-target heal prioritisation. Useful in party compositions where both the Defender and a second adjacent tower are consistently taking damage — particularly on dual-path maps where two Defenders are active. In standard single-Defender layouts, the second heal target is almost always at full HP, making this node provide zero additional value.
Requires: Aura Radius
★★★★★
2SP
Radiant PresenceSkip
Allied towers within aura gain +3% attack speed
An offensive buff aura layered on top of the healing aura. The 3% attack speed bonus is below the threshold of meaningful impact — it amounts to roughly one additional attack every 33 seconds at base attack speed. Any other 2 SP node in the tree returns more value. Skip entirely.
Requires: Aura Radius
★★★★★
The heal cycle branch. Swift Heal reduces the cooldown on triggered heal abilities — Shield Orb burst, Vigour Pulse, Life Pendant proc — allowing them to fire more frequently. Rapid Response adds movement speed to the Healer itself, reducing the coverage gap created by every Defender throw. Both are essential for Endless Mode from Round 50+.
3SP
Swift HealCore
−20% cooldown on all triggered heal abilities (Shield Orb, Vigour Pulse, Life Pendant)
Reduces the cooldown on every non-continuous heal source by 20%. Shield Orb bursts faster, Vigour Pulse fires more frequently, Life Pendant's double-heal proc window returns sooner. The compounding effect across a long Endless Mode run is significant — faster Shield Orb means the second absorption layer is available more often during the Defender's sustained damage windows. Fourth investment after Blessed Touch ×2 and Aura Radius.
Requires: Blessed Touch ×2 · Prereq for: Rapid Response, Surge of Life
Amplifies: Shield Orb, Vigour Pulse, Life Pendant cycle times
★★★★★
3SP
Rapid ResponseCore
+20% Healer movement speed
The movement speed node that makes Endless Mode repositioning viable. Every Defender throw creates a coverage gap — the Healer must physically move to re-establish aura coverage at the Defender's new position. Without Rapid Response, this gap can last 3–4 seconds at Round 60+, during which the Defender takes unhealed damage. With Rapid Response, the gap shrinks to under 2 seconds. Stacks with Speed Boots item for a further reduction to under 1.5 seconds. Essential from Round 50+.
Requires: Swift Heal · Prereq for: Graceful Step, Battlefield Medic
Synergy: Speed Boots item — combined movement reaches near-instant repositioning at R50+
★★★★★
2SP
Surge of LifeStrong
−15% cooldown on triggered heals (stacks with Swift Heal for −35% total)
A second cooldown reduction node that stacks with Swift Heal. Combined −35% cooldown means Shield Orb fires 35% more frequently, Vigour Pulse returns 35% faster, and Life Pendant's cycle completes in 65% of its base time. In Endless Mode at Round 80+, where the Defender is absorbing sustained high damage, Shield Orb cooldown is the primary variable in whether the absorption layer is available when needed.
Requires: Swift Heal
Combined −35% cooldown with Swift Heal makes Shield Orb near-continuous coverage
★★★★★
2SP
Graceful StepStrong
+10% Healer movement speed (stacks with Rapid Response for +30% total)
A second movement speed node stacking with Rapid Response. Combined +30% from both nodes, plus Speed Boots item, means the Healer repositions at roughly 145% of base movement speed. At Round 70+, this speed is the difference between maintaining coverage through 4–5 Defender throws per wave versus losing coverage on the 3rd throw. The 2 SP cost is efficient relative to the gap reduction value.
Requires: Rapid Response · Prereq for: Battlefield Medic
★★★★★
3SP
Battlefield MedicSituational
Movement doesn't interrupt healing — aura continues during repositioning
Removes the brief heal interruption that occurs when the Healer moves. Standard behaviour: the Healer's aura briefly lapses during movement as the aura updates its position. Battlefield Medic makes the aura continuous even during movement, eliminating the lapse entirely. Primarily valuable in Endless Mode at high repositioning frequency (Round 80+) where the Healer is moving almost constantly. Luxury node — only invest after all core and strong nodes.
Requires: Graceful Step
★★★★★
2SP
Mending RhythmSkip
Continuous healing pulses every 3 seconds deal +20% more on even-numbered pulses
An alternating bonus to every second continuous heal tick. The +20% every other tick averages out to +10% continuous healing increase — worse than Blessed Touch per SP, worse than Deep Mending per SP, and only applicable to continuous sources rather than all healing. Skip and invest those SP in Blessed Touch or Aura Radius.
Requires: Blessed Touch rank 2
★★★★★
The Keystone branch for Healer builds prioritising burst recovery over sustained aura coverage. Vigour Pulse fires an AoE heal every 12 seconds that recovers a meaningful chunk of HP across all nearby towers simultaneously. In Endless Mode from Round 70+, where sustained damage accumulates faster than the continuous aura can recover it, Vigour Pulse's burst is the mechanism that prevents the Defender's HP from slowly declining to zero.
2SP
Healing SurgeStrong
+20% to burst heal values (Shield Orb, triggered heals)
Amplifies all non-continuous heal sources by 20% — Shield Orb absorption burst, triggered Vigour Pulse, Life Pendant double-heal proc. Stacks multiplicatively with Blessed Touch ×2: a burst heal at +30% (Blessed Touch) + 20% (Healing Surge) = +56% total amplification. Gateway to Vigour Pulse.
Requires: Swift Heal · Prereq for: Vigour Pulse
Amplifies Shield Orb, Life Pendant, and Vigour Pulse simultaneously
★★★★★
4SP
Vigour PulseKeystone
Every 12 seconds, emit an AoE burst heal for 18% max HP to all allies in aura range
The Healer's most impactful active burst. Every 12 seconds, all towers within the aura radius receive an 18% max HP heal simultaneously — amplified by Blessed Touch ×2 (+30%) and Healing Surge (+20%) to roughly 28% effective max HP per burst. Against a Defender at Round 80 with 6,000 HP, that's 1,680 HP recovered every 12 seconds on top of the continuous aura. With Swift Heal's −20% cooldown, the burst fires every 9.6 seconds. In a long Endless Mode run, Vigour Pulse's cumulative recovery is the primary reason the Defender stays alive past Round 80.
Requires: Healing Surge · Prereq for: Pulse Amplification, Resonant Healing
Amplified by: Blessed Touch ×2 (+30%), Healing Surge (+20%), Swift Heal (−20% cooldown)
★★★★★
3SP
Pulse AmplificationStrong
Vigour Pulse heal value increased from 18% to 24% max HP
Increases the Vigour Pulse burst by one-third. With all amplifiers active (Blessed Touch ×2, Healing Surge, Pulse Amplification), the effective burst is approximately 37% max HP per pulse — against a Round 80 Defender with 6,000 HP, each burst recovers 2,220 HP. This is the highest single-event heal value available in the game. The 3 SP cost is justified if you have already invested Vigour Pulse.
Requires: Vigour Pulse
★★★★★
3SP
Resonant HealingSituational
Vigour Pulse leaves a healing echo — secondary 8% max HP heal 3 seconds after the initial burst
A delayed secondary heal following each Vigour Pulse. The echo fires 3 seconds after the burst, creating a two-hit heal event per cycle. The timing is useful against boss burst sequences where the Defender takes a large hit, receives the initial Vigour Pulse, then takes another hit before the Healer's continuous aura has fully recovered the deficit — the echo covers the second hit. Story Mode boss investment.
Requires: Vigour Pulse
★★★★★
2SP
Emergency ProtocolSituational
Vigour Pulse triggers immediately when any ally drops below 25% HP (ignores cooldown, once per wave)
An emergency trigger that fires Vigour Pulse regardless of its cooldown state when the Defender hits critical HP. The once-per-wave limitation means it functions as a single safety valve per fight rather than a repeatable emergency. In Story Mode boss fights where burst damage is the primary threat, this effectively doubles the chance of surviving a Phase 3 burst sequence. In Endless Mode, where gradual attrition is the primary threat rather than single-moment spikes, its value is lower.
Requires: Healing Surge
★★★★★
The second Keystone option. Sanctified Ground creates a persistent zone of empowered healing on the ground — rather than an aura attached to the Healer's position, it is a fixed location bonus that continues healing even as the Healer moves away. This makes it the preferred Keystone for builds prioritising Healer mobility over burst output, since the ground zone heals the Defender while the Healer is repositioning.
2SP
Blessed GroundStrong
Healer leaves a brief healing zone (4s duration) at positions it occupies
When the Healer moves away from a position, it leaves a healing zone that persists for 4 seconds. Towers standing in this zone receive continuous healing during the duration. In Endless Mode repositioning scenarios where the Healer must move quickly, Blessed Ground ensures the Defender briefly continues receiving heals after the Healer has already departed. Gateway to Sanctified Ground.
Requires: Aura Radius · Prereq for: Sanctified Ground
★★★★★
5SP
Sanctified GroundKeystone
Healer can place a Sanctified Ground zone (manual activation) — zone heals 12% max HP/sec and lasts 15 seconds
The Healer's alternative Keystone. A manually placed healing zone that operates independently of the Healer's position. Place it on the Defender's current position, then move the Healer freely — the zone continues healing the Defender for 15 seconds regardless of where the Healer goes. In high-repositioning Endless Mode play (Round 80+), Sanctified Ground effectively decouples the Healer from the Defender during repositioning windows. Best paired with Rapid Response + Graceful Step (fast Healer places zone, repositions, returns). The 5 SP cost reflects its power.
Requires: Blessed Ground · Prereq for: Lingering Sanctity, Holy Ground
★★★★★
3SP
Lingering SanctityStrong
Sanctified Ground duration extended from 15 to 22 seconds
Extends the Sanctified Ground zone's active duration by nearly 50%. A 22-second zone covers approximately 3–4 full Defender throw cycles in Endless Mode without requiring the Healer to return and reapply. The longer duration also means the zone is available for the critical boss phase transitions in Story Mode, where a well-placed ground zone can cover the Defender through an entire phase without the Healer needing to move at all.
Requires: Sanctified Ground
★★★★★
3SP
Holy GroundSituational
Sanctified Ground zone also grants +8% damage resistance to towers standing in it
Adds a defensive component to the Sanctified Ground zone. Any tower standing in the zone — including the Defender — receives 8% damage resistance for the duration. Stacked with the Defender's own Hardened Skin and Fortified Plating, this pushes total passive resistance to 31%+. Strong in boss fights; less critical in Endless Mode where the zone's healing value already justifies the node.
Requires: Sanctified Ground
★★★★★
2SP
Sacred SoilSkip
Enemies stepping on Sanctified Ground receive 2% max HP damage per second
Adds a damaging component to the Sanctified Ground zone. Enemy damage is not the Healer's role — this node competes with significantly better SP investments for a DPS contribution that is minimal compared to the Archer's Venom Bow and the Defender's Bleed Lance. The conceptual appeal of a damaging heal zone is higher than the practical impact. Skip.
Requires: Blessed Ground
★★★★★
Nodes that amplify Shield Orb's burst absorption. The Shield Orb provides an independent HP buffer separate from Iron Fortress's periodic shield — both are active simultaneously on separate cooldowns. This branch ensures the Shield Orb buffer is as large as possible and available as often as possible.
3SP
Fortified BarrierStrong
+25% Shield Orb absorption value
Increases the Shield Orb's burst absorption by 25% — stacking with Healing Surge (+20%) and Blessed Touch ×2 (+30%) for a combined amplification of approximately +87% over baseline Shield Orb absorption. At Round 80 enemy damage values, a larger Shield Orb buffer is the difference between absorbing a full burst sequence and having the Defender take direct HP damage from hits that exceed the buffer. Strong Endless Mode investment.
Requires: Healing Surge · Prereq for: Impenetrable Ward
Stacks with Blessed Touch ×2 and Healing Surge for near-doubled total absorption
★★★★★
3SP
Impenetrable WardSituational
Shield Orb absorption also applies to magic damage (previously physical only)
Extends Shield Orb's absorption to cover magic damage types. Relevant on maps with magic-type enemies — the ghost immunity enemies in Sunken Ruins deal magic damage during their non-immunity phase, and the Final Witch's Witchcraft attack is magic-typed. On maps without magic enemies, this node provides zero additional value. Story Mode magic map specialist.
Requires: Fortified Barrier
★★★★★
2SP
Reactive ShieldSituational
Shield Orb automatically triggers when the target drops below 30% HP (ignores cooldown, once per wave)
An emergency Shield Orb trigger that fires automatically at critical HP — similar to Emergency Protocol for Vigour Pulse, but for the Shield Orb specifically. Particularly useful during boss Phase 3 transitions where a burst sequence can rapidly reduce Defender HP. The once-per-wave limitation prevents overreliance; treat it as a single emergency backup rather than a repeatable safety net.
Requires: Healing Surge
★★★★★
2SP
Shared ShieldSkip
Shield Orb burst applies a 15% absorption mini-shield to all towers in aura range
Spreads a reduced Shield Orb buffer to all nearby towers when the main Shield Orb fires. The 15% mini-shield on the Archer and a second Defender could be valuable — but in a Lone Ranger build, the Archer is outside aura range. The primary beneficiary of Shared Shield is a second Defender in dual-path setups. Too situational for a general investment.
Requires: Healing Surge
★★★★★
The party support branch. Inspiring Hymn is the cross-class value node — a periodic damage buff that amplifies the Archer and Defender simultaneously. The remaining nodes are either niche utility or honest skip candidates.
3SP
Inspiring HymnStrong
Every 20 seconds, all towers in aura range gain +12% damage for 5 seconds
A party-wide damage buff on a 20-second cycle. All towers within the aura radius — the Defender always, the Archer if it is within range (which in a Lone Ranger build it isn't) — receive +12% damage for 5 seconds, giving 25% uptime. The Defender's +12% amplifies Bleed Lance ticks, Stone Hammer procs, and Counterattack reflect simultaneously during the window. Cross-class DPS burst without any item slot required.
Requires: Aura Radius
Amplifies Defender: Bleed Lance, Stone Hammer, Counterattack during window
★★★★★
2SP
Vigilant EyeSituational
Healer warns of nearby enemies — all towers gain +5% attack speed when an enemy is within 3 tiles of the Healer
A threat-proximity speed buff. Activates when enemies are actively near the Healer's position — which should mean the Defender formation has broken down. The 5% attack speed in a crisis scenario is useful but represents a small benefit relative to the crisis itself. Situational for builds with poor Defender coverage; irrelevant when the build is working correctly.
Requires: Rapid Response
★★★★★
2SP
Healer's ResolveSituational
+25% Healer own HP · Healer gains 15% damage resistance
Survivability for the Healer itself. The Healer should not be taking damage — enemies that reach the Healer represent a Defender failure state. However, in Endless Mode at Round 80+ where fast enemies occasionally breach the Defender line, a tougher Healer can survive one or two hits before the Defender is repositioned to cover. Situational for high-round Endless Mode as a buffer against breakthrough events.
Requires: Blessed Touch rank 2
★★★★★
1SP
Serene FocusSkip
+8% healing output when no enemies are within 5 tiles of the Healer
Conditional healing bonus that activates when the Healer is safely away from enemies. Since the Healer should always be safely away from enemies, you might expect this to be reliably active — but at 5 tiles, even enemies passing through the main wave path can be within range during busy waves. The 8% value is also below Gentle Hands's threshold for usefulness. Skip.
★★★★★
2SP
Mana WellspringSkip
+5% to all Healer stats
A catch-all minor boost to every Healer stat. As with the Defender's equivalent (Guardian's Oath), the distributed nature means nothing receives a meaningful contribution. The 2 SP cost buys far more value anywhere else in the tree. Hard skip.
★★★★★
Recommended Build Paths
Story Mode — Healing Aura Support
Blessed Touch ×2
→
Aura Radius
→
Deep Mending
→
Swift Heal
→
Healing Surge
→
Triage
→
Vigour Pulse
→
Extended Reach
Invest 27–30 SP. The standard Story Mode Healer — maximum sustained and burst heal output with Vigour Pulse providing AoE recovery for boss phase transitions. Extended Reach gives +50% combined radius for easier Lone Ranger positioning on all Story Mode maps.
Endless Mode — Sanctified Ground Sustain (Recommended from R60+)
Blessed Touch ×2
→
Aura Radius
→
Swift Heal
→
Rapid Response
→
Graceful Step
→
Surge of Life
→
Vigour Pulse
→
Extended Reach
→
Inspiring Hymn
→
Sanctified Ground
Invest 36–40 SP. The complete Endless Mode meta path. Rapid Response + Graceful Step + Speed Boots gives maximum repositioning speed. Vigour Pulse handles burst recovery. Sanctified Ground decouples the Healer from the Defender during repositioning windows at Round 80+. Inspiring Hymn provides a passive 25%-uptime party damage buff.
Skill Point Budget
| Node | Cost | Cumulative | Notes |
| Blessed Touch (rank 1) | 2 | 2 | Always first |
| Blessed Touch (rank 2) | 2 | 4 | +30% all healing |
| Aura Radius | 3 | 7 | Coverage + isolation enabler |
| Swift Heal | 3 | 10 | Cooldown reduction |
| Rapid Response | 3 | 13 | Repositioning speed |
| Graceful Step | 2 | 15 | +30% total move speed |
| Surge of Life | 2 | 17 | −35% total cooldown |
| Healing Surge | 2 | 19 | Gate to Vigour Pulse |
| Vigour Pulse | 4 | 23 | AoE burst Keystone |
| Extended Reach | 3 | 26 | +50% total aura radius |
| Inspiring Hymn | 3 | 29 | Party damage buff |
| Blessed Ground | 2 | 31 | Gate to Sanctified Ground |
| Sanctified Ground | 5 | 36 | Position-independent heal zone |
| Triage | 2 | 38 | Emergency sub-40% bonus |
Full Endless Mode Sanctified Ground build: approximately 38 SP. With the 520 SP cap, this leaves 482 SP for the Archer tree (~38 SP) and Defender tree (~41 SP), with ~403 SP remaining for secondary investments, Tangy personal tree, and cross-class optimisation nodes.
✨ Vigour Pulse vs. Sanctified Ground — Which Keystone?
Both Keystones are strong. Vigour Pulse is the higher burst heal — it's the correct choice for Story Mode boss fights and for Endless Mode up to Round 70. Sanctified Ground becomes better at Round 70–80+ when the repositioning frequency increases to the point that the Healer physically cannot maintain aura coverage during every Defender throw — the ground zone bridges those gaps. If you're not yet reaching Round 70, invest Vigour Pulse first. The free respec means you can switch to Sanctified Ground later at zero cost.
✓ Free Respec — No Risk
All skill points refund at any time, unlimited, at no cost. Build the Story Mode path first (Vigour Pulse), complete the campaign, then respec into Sanctified Ground for Endless Mode if your Round 70+ runs feel Healer-coverage-limited. No experimentation is penalised.