Over 300 nodes across three class trees, inspired by Path of Exile. Free respecs. Builds that look nothing like each other. If that sounds overwhelming, this guide is your map through it. Every section below focuses on what actually matters: the nodes that define builds, the ones beginners waste points on, and the fastest paths to each class's power spikes.
Tangy TD has three separate skill trees — one for each class. Each tree has over 100 nodes across multiple branches. You earn skill points by defeating enemies during runs; those points persist between runs as part of your overall progression. Spending points unlocks nodes, and the tree branches outward from a central starting point, meaning you must unlock nodes along a path to reach deeper, more powerful ones.
Three things make the trees work differently from most games:
Points carry across runs. Skill points you earn in a failed run count. You keep accumulating power even when you lose, which means Endless Mode deaths are never wasted.
Resetting is free. You can reallocate all your points at any time, in any run, at no cost. This makes experimentation genuinely risk-free — there is no penalty for trying an unusual build path and abandoning it.
The trees are inspired by Path of Exile. They are wide and deep, with branching paths that lead to wildly different playstyles. A Defender can be built as a frontline tank, a damage dealer, or a knockback/stun machine depending on which branches you follow.
ℹ️ Manual Level-Up Control
Go to Settings → Enable Manual Level-Up before your next run. Without this, skill points are allocated automatically the moment you earn them — often during a wave when you're too busy to make a thoughtful decision. Manual control lets you pause, review your options, and place points deliberately between waves.
Free Respec — Why You Should Experiment
🔄 Respec is Free — Here's What That Means in Practice
How to Respec
Open the skill tree at any point in a run and click "Reset All Points." Every allocated point is returned immediately, at no cost, with no cooldown. You can respec multiple times in the same run.
When to Respec
Before a boss fight to optimise your loadout. When you find an item that synergises with a different build path than you're currently on. When a run changes direction mid-way and your early tree choices no longer fit.
What You Don't Lose
Nothing. Points return fully. Items you've equipped are unaffected. This is not a partial respec — all nodes are wiped and all points returned, every time.
Why Most Players Don't Use It
They don't know it exists. It's not prominently signposted. Now that you know: use it. Finding a Wand of Lightning mid-run is reason enough to respec your Archer into a chain-lightning build if you weren't already on that path.
✓ The Respec Habit
Check your tree before every boss fight. A boss fight is single-target sustained damage — which rewards different nodes than wave-clearing. If your Archer has Piercing Shot and chain-damage nodes for wave clearing, consider whether a brief respec toward Headshot crit and Lone Ranger maximisation would increase your boss DPS. You can respec back afterward.
Interactive Tree Browser
Hover over any node for details. Click a tab to switch class. Keystoned nodes (purple border) are build-defining — everything else connects to them.
🛡️ Survivability Branch
Iron Constitution I+10% Max HPCore
First node most builds take. HP is your Defender's only resource — more of it directly extends how long they stay at the choke point without Healer support.
Iron Constitution II+10% Max HPCore
Stack both HP nodes before moving to offensive branches. At Round 40+ in Endless Mode, a Defender without both HP nodes dies too fast for the Healer to sustain.
Fortified Plating+15% Armor
Reduces incoming physical damage. Strong when paired with Healing Circle — the armor reduces damage taken, the circle restores what gets through.
Unyielding-20% Knockback receivedSkip
Being knocked back is not a common problem for Defenders in current content. The points are better spent elsewhere.
⚔️ Offense Branch
Taunt Radius+30% Aggro RangeCore
Extends how far the Defender draws enemy attention. Essential for protecting your Archer — enemies that aggro the Defender never reach the backline. First offensive node to take.
Retribution+12% Damage
Moderate damage boost. Good for builds that rely on the Defender's Bleed Lance or Ban Hammer stun window to deal meaningful damage.
CounterattackParry: 8% damage reflectKeystone
KEYSTONE: On a successful block, reflects 8% of the blocked damage back at the attacker. At high enemy HP pools (Endless Mode late rounds), this becomes a meaningful damage source without requiring any items.
Retaliate+15% Attack Speed
More attacks means more Ban Hammer stun procs and more Stone Hammer knockback procs per wave. Strong when stacked with attack speed items.
🌀 Utility Branch
Choke Hold+20% Slow on melee hit
Enemies hit by the Defender move 20% slower for 2 seconds. Extends the time enemies spend in range of your Archer. Underrated in late Endless Mode where enemy speed is a major threat.
Bulwark AuraNearby allies: +8% armorKeystone
KEYSTONE: The Defender radiates a passive armor aura to all allied towers within a proximity radius. Especially useful if your Healer is positioned nearby — the Healer effectively gains armor without needing an armor item.
Sturdy Base+25% Throw resistanceSkip
Makes the Defender harder for enemies to displace. In current content, enemies do not have throw mechanics. Skip entirely.
Priority / Core
Keystone (build-defining)
Skip in most builds
💡 The Defender tree rewards spending points in HP nodes first, then Taunt Radius, then branching toward whichever Keystone fits your build — Counterattack for damage, Bulwark Aura for team support.
⚡ Offense Branch
Swift Quiver+15% Attack SpeedCore
More attacks means more item ability procs per second. With Venom Bow, faster stacking. With chain lightning, more chains per wave. Take this in the first three points.
Headshot+12% Crit, +50% Crit dmgCore
The crit multiplier is unusually high at 50%. With sufficient crit chance investment and an attack speed build, critical strikes become the Archer's primary damage output floor.
Piercing ShotArrows pierce first targetCore
Doubles effective hits per arrow on any clustered wave. Synergises directly with Emerald Bow (pierce + damage ramp) and Venom Bow (pierce applies poison to multiple enemies per arrow).
Lone Ranger+20% damage when isolatedKeystone
KEYSTONE: The most impactful node in the Archer tree. +20% damage when no allied tower is within proximity range. Changes how you position every other tower. See the Archer Class Guide for full details on maintaining this bonus.
🔭 Utility Branch
Eagle Eye+25% Attack RangeCore
Range directly extends the safe isolation distance for the Lone Ranger bonus. The further back the Archer can engage from, the easier it is to maintain separation from allied towers.
Nimble Feet+20% Move Speed
Faster repositioning during boss fights and late Endless Mode rounds. When the Archer needs to be thrown away from a breach, a fast Archer walks back into position faster.
VolleyEvery 10th attack: 3 arrowsKeystone
KEYSTONE: Triple-arrow burst on every 10th attack. Requires significant attack speed investment to proc frequently enough to be valuable. Exceptional on maps with wide enemy formations — three simultaneous piercing arrows chain-poison an entire wave.
Hunter's MarkMarked: +15% dmg from all
A debuff applied by the Archer that increases damage taken by marked enemies from all sources — including your Defender and Healer's retaliations. Party-wide benefit, but don't cluster towers to maximise it at the cost of Lone Ranger.
💀 Advanced Branch
Bleed Chance+8% Bleed on hit
Adds a percentage chance to apply bleed on each attack. Combine with Bleed Lance item and attack speed for a dedicated bleed-stack build. Commit fully or skip — partial investment underperforms.
Arrow Stockpile+30% Max AmmoSkip
The Archer does not run out of ammo in normal gameplay at any round. This node wastes points. Skip entirely.
Survivalist+15% Max HPSkip
HP on an Archer means enemies are reaching your Archer, which means your positioning is wrong. Fix positioning before investing in Archer HP. The only exception is extreme late Endless Mode where some tank-archer hybrid concepts emerge.
Priority / Core
Keystone (build-defining)
Skip in most builds
💡 Every Archer build begins with Lone Ranger. Then split between Swift Quiver (DPS ramp), Eagle Eye (safe isolation), and the Keystone that fits your item loadout — Volley for wide-wave AoE, Headshot for boss DPS.
💚 Healing Branch
Blessed Touch I+15% Heal PowerCore
First node to take. Every heal your Healer outputs is multiplied — this compounding effect scales the Healing Circle item's continuous aura and the Shield Orb's burst heals.
Blessed Touch II+15% Heal PowerCore
Stack both Blessed Touch nodes before spending points elsewhere. Combined +30% heal power is the most impactful early investment in the Healer tree.
Swift Heal-20% Heal CooldownCore
Healer abilities trigger more frequently. Especially valuable for the Shield Orb item — a 20% cooldown reduction means the periodic shield re-applies noticeably faster during sustained boss fights.
OverhealExcess healing → temp HPKeystone
KEYSTONE: Healing beyond max HP creates a temporary HP buffer that absorbs damage before the real HP pool takes hits. On a fully healed Defender with the Healing Circle running, this creates a constant overheal buffer that essentially functions as bonus effective HP.
🔆 Aura Branch
Aura Radius+25% Aura RangeCore
Increases the range of all Healer aura effects — most importantly the Healing Circle's persistent regeneration zone. A wider aura means the Healer can cover the Defender without needing to sit directly adjacent, giving more positioning flexibility.
Multi-TargetHeals bounce to 1 extra ally
Each heal can chain to a second tower. In a party of three, a Defender heal bounces to the Archer if they're in range — useful in tight runs where the Archer is taking incidental damage. Less valuable if the Archer is properly isolated.
KEYSTONE: Towers within the Healer's aura radius take 15% less damage from all sources. Stacks additively with armor nodes. This is the reason to keep the Healer adjacent to the Defender — both the healing aura and this damage reduction apply simultaneously.
⚡ Support Branch
Rapid Response+20% Move SpeedCore
Faster Healer movement is critical in late game. A Healer that can't keep pace with a repositioned Defender loses aura coverage during the moments that matter most.
Vigour PulsePeriodic AoE heal burst
Every 12 seconds, the Healer emits a burst heal to all nearby allies. Strong in Endless Mode round transitions where your Defender is chipped down between waves and the continuous Healing Circle can't restore HP fast enough.
Smite+8% damage to nearby enemiesSkip
The Healer's offensive node. The damage is negligible and the points are almost always better spent in the aura or healing branches. Skip unless you are running an experimental support-damage hybrid build.
Priority / Core
Keystone (build-defining)
Skip in most builds
💡 The Healer tree has a clear priority line: Blessed Touch ×2 → Aura Radius → Swift Heal → Rapid Response. After those five nodes, the tree branches toward Overheal (for tank support) or Sanctified Ground (for party-wide damage reduction). Both Keystones are good.
Defender Skill Tree — Priority Nodes
The Defender tree rewards a simple priority order early, then opens into two distinct specialisation paths at the midpoint. Getting the foundation right is more important than choosing a specialisation quickly.
🛡️Defender — Recommended Node Order
1
Iron Constitution I & II
Take both HP nodes first. Every other build decision assumes your Defender can stay alive. Without this foundation, Taunt Radius just makes the Defender die faster to more enemies.
Core
2
Taunt Radius
Extend aggro range so the Defender draws more enemy attention away from your Archer. Essential for maintaining Lone Ranger isolation. The wider the taunt, the easier your Archer's life.
Core
3
Retaliate (Attack Speed)
More attacks means more Ban Hammer stun procs and more Stone Hammer knockback triggers. This node multiplies the value of every ability item on your Defender.
Strong
4
Counterattack (Keystone) OR Bulwark Aura (Keystone)
Counterattack for damage-oriented Defender builds (Bleed Lance, Ban Hammer stun windows). Bulwark Aura for team-support builds where your Healer benefits from the aura. Pick one and go deep — splitting points between both Keystones wastes the path investment to unlock them.
Keystone
Skip
Unyielding, Sturdy Base
Knockback resistance and throw resistance. Neither knockback nor enemy throws are meaningful threats in current content. These nodes are dead investments.
Skip
Archer Skill Tree — Priority Nodes
The Archer tree has one node that takes priority over everything else: Lone Ranger. After that, every other node choice is about supporting the specific item loadout you're running. The tree punishes spreading points too thin — specialise from Round 1.
🏹Archer — Recommended Node Order
1
Lone Ranger
Always first. The +20% damage bonus when isolated is the largest single-node damage increase in any class tree. It changes how you think about positioning for the entire run. Never delay this.
Keystone
2
Eagle Eye
Range extension lets you maintain safer isolation distances. Take this second — it directly enables the Lone Ranger bonus to work on more maps by expanding the safe backline zone.
Core
3
Swift Quiver
Attack speed multiplies every ability item on your Archer. More attacks means more Venom Bow stacks, more chain lightning procs, more bleed applications. The higher your attack speed, the faster every ability-based build comes online.
Core
4
Piercing Shot
Core for any Emerald Bow or Venom Bow build. One piercing arrow hits multiple enemies — applying poison stacks to each, triggering each chain for each enemy. The multiplicative interaction with item abilities is the main draw.
Core
5
Headshot OR Volley (build-dependent)
Headshot for boss-DPS and bleed builds (high crit + 50% multiplier adds up fast). Volley for wide-wave AoE builds (three simultaneous piercing arrows chain-poison whole formations). Choose based on your item loadout, not preference.
Keystone
Skip
Arrow Stockpile, Survivalist
Ammo never runs out. Archer HP means positioning failure. Both are wasted points in any normal run.
Skip
Healer Skill Tree — Priority Nodes
The Healer tree is the most linear of the three. There's a clear six-node core that every Healer build shares, followed by a Keystone choice that depends on whether you want the Healer to function primarily as a recovery tool or a damage-reduction platform.
✨Healer — Recommended Node Order
1
Blessed Touch I & II
Both heal power nodes first, every run. The +30% combined heal power is the core multiplier for everything else the Healer does. More effective heals, better Healing Circle regeneration, stronger Shield Orb burst.
Core
2
Aura Radius
Extends aura range so the Healer can position more flexibly without losing coverage on the Defender — and critically, without drifting into the Archer's Lone Ranger proximity radius.
Core
3
Swift Heal
Cooldown reduction on Shield Orb and all periodic heals. During boss fights where the Defender is taking sustained damage, faster periodic heals extend Defender survival significantly.
Core
4
Rapid Response (Move Speed)
Mandatory from Round 30 onward in Endless Mode. A Healer that can't keep up with a repositioned Defender loses aura coverage during repositioning — exactly when the Defender needs healing most.
Core
5
Overheal OR Sanctified Ground
Overheal for HP-stacked Defender builds where the Defender has enough raw HP to benefit from an overheal buffer. Sanctified Ground for team-wide damage reduction — better when your Defender's item loadout is more offense-oriented and you need external mitigation to compensate.
Keystone
Skip
Smite
The Healer has no business dealing damage. The node exists for experimentation but contributes nothing to any practical build.
Skip
Cross-Tree Synergies
The three trees are designed to be used together. Some node combinations across classes produce effects that exceed the sum of their parts.
Nodes
Combined Effect
Why It Works
Lone Ranger (Arc) + Taunt Radius (Def)
Archer stays isolated while Defender draws all aggro
Taunt Radius ensures enemies home to the Defender regardless of where the Archer is positioned. The wider the taunt range, the further back the Archer can safely operate without losing the Lone Ranger bonus.
Overheal (Hea) + Iron Constitution ×2 (Def)
Overheal buffer scales with Defender's HP pool
The Overheal temporary HP buffer is proportional to excess healing — which is proportional to the Defender's max HP. A Defender with stacked HP nodes creates a larger overheal ceiling, making the Healer Keystone more effective.
Sanctified Ground (Hea) + Fortified Plating (Def)
15% aura damage reduction + 15% armor stack
Both effects apply simultaneously to the Defender when the Healer is in proximity. Additive damage reduction stacking makes the Defender near-unkillable with active Healing Circle support.
Retaliate (Def) + Ban Hammer item
More frequent stun procs from faster attacks
Retaliate increases the Defender's attack speed. Ban Hammer has a 15% stun chance per hit. More attacks per second = more stun opportunities per wave = longer combined stun uptime on any given enemy or boss.
Piercing Shot (Arc) + Volley Keystone (Arc)
Triple piercing arrows every 10th attack
Volley fires three arrows simultaneously. Piercing Shot applies to all three. Against a line of four enemies, Volley + Pierce delivers twelve total enemy hits in a single attack — applying item effects, poison stacks, and crit chances to each.
Hunter's Mark (Arc) + Counterattack (Def)
Reflected damage amplified by Hunter's Mark debuff
Hunter's Mark increases damage taken from all sources. Counterattack's damage reflection counts as a damage source. Enemies marked by Hunter's Mark take more damage from Counterattack reflections — a niche interaction but genuinely strong against high-HP bosses.
Biggest Beginner Mistakes
Spreading points evenly across all three branches
Every tree rewards depth over breadth. A little of everything gives you a character with no power spikes. An Archer with five points split across five different nodes is weaker than one with five points stacked into the Lone Ranger → Eagle Eye → Swift Quiver path. Pick a direction and commit — respec later if the direction changes.
Not taking Lone Ranger first on every Archer
There is no situation where delaying Lone Ranger is correct. Even if you're not planning to isolate your Archer immediately, having the node available means the bonus activates the moment your positioning supports it. Waiting until Round 5 to take it means you played four rounds at reduced damage for no reason.
Investing in Archer HP nodes because your Archer keeps dying
If your Archer is taking damage, the solution is positioning — not HP. Moving the Archer further from the enemy path, or ensuring the Defender is drawing enemy aggro before they reach the backline, fixes Archer deaths without wasting points. HP on an Archer is treating the symptom while the underlying positioning problem remains.
Never using respec
The most wasteful mistake of all. Free respec exists precisely so you can experiment without consequence. Every time you find an item that would work better with a different node allocation, and you don't respec, you're leaving damage or survivability on the table. The respec button is not a last resort — it's a tool, and good players use it constantly.
Taking Support Branch nodes on the Healer before Aura Radius
Vigour Pulse and Smite are deep in the Support Branch. Players who beeline for Vigour Pulse skip Aura Radius, which means their Healing Circle has a smaller coverage zone for the entire early and mid game. The aura branch is always the priority over the support branch — finish the aura path before branching to Vigour Pulse.
✓ Ready for Class-Specific Deep Dives?
Each class has a dedicated skill tree page with every node documented: Defender Skill Tree, Archer Skill Tree, and Healer Skill Tree. The overview above covers the essential build paths — the dedicated pages list every node in the full 100+ node tree for reference builds.