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Tank and Healer Build in Enshrouded 1.0

Updated: 8 min read

These are creator opinions, not official builds. Keen Games has not published a tank or healer build. Many guides online are still early access texts with "1.0" added to the title, so we use only those written in October 2026. Hotfixes 1.0.0.2 and 1.0.0.3 did not change combat, and some skill descriptions in the game are still being completed.

How aggro works in 1.0

According to Hack the Minotaur, aggro and threat come from three things: damage dealt, healing and proximity. There is no taunt skill. Two skills boost threat: Nemesis and Arch Nemesis, which together double it. Keen Games has not published exact numbers.

The practical rule that follows: the tank has to be seen first. Guides suggest opening with a gap-closer (Evasion Attack), then an area attack (Double Jump with an air attack, Crash Down Attack) and parrying. A healer also generates threat by healing, so it stands next to the tank, not in front of it.

Guides name the defensive branch differently: Guardian or Tank. We do not decide what it is called in your menu, so look for the skill names (Earth Aura, Warden, Tower).

Tank build (enshrouded tank build)

Who it is for: group play, or anyone who wants maximum survivability. Hack the Minotaur warns that it is built for survival, not damage, so you level more slowly. Solo, you can skip Nemesis (Sportskeeda).

ElementWhat to take (Hack the Minotaur, October 15, 2026)
WeaponMace of Wrath (one-handed) and Crestflame Shield (44 Block, 299 Parry Power)
ArmorCrestflame Set from the Blacksmith, available after Cinder's Cradle
Rings2x Commander's Ring (Fell Wispwyvern, Pikemead's Reach)
GemGem of Retaliation; alternatives Gem of Bloodlust and Gem of Armoring
AttributesConstitution and Intelligence, then Endurance (stamina for blocking, jumping and dodging)
BackupStaff of the Taurus for healing, Mythic Wand, a bow with stun arrows

Armor path: Rags, Fur Armor, Rising Fighter, Tank Set (level 13), Guardian Set (18), Warden Set (23), Radiant Paladin (25, drop), Brazen Bull (33), and finally Crestflame.

Tank skills

OrderSkillWhat it gives
StartDouble Jump, Merciless Attack, Power Parry, Warrior's Path, Battle Healmovement, a heavy hit on a stunned enemy, parrying, healing on a crit
NextOne-Handed Specialization, Veteran, Evasion Attack, Blinkone-handed special ability, gap-closer, escape
CoreShiny Plates, Heavy Platesmore armor (4% per rank according to PinDrop)
CoreWarden, Tower10% less damage when 3 or more enemies are within 20 m (Tower physical, Warden magic according to 04AM)
CoreEarth Aura10% less damage for you and nearby allies, range +4 m per rank (PinDrop)
AggroNemesis 1-3, Arch Nemesisdoubled threat
GroupMartyrmarked "group play only"
LateThick Skin (5), Soul Leech, Dessert Stomachpassive defense, resource recovery, a fourth food slot

Earth Aura: one rank is enough solo, while 04AM takes all 3 in multiplayer. Battle Heal is disputed: Hack the Minotaur writes 5% health per crit, PinDrop 1% per rank, so we give no number. Also remember that healing with a staff means dropping your block.

Healer build (healer build 1.0)

Who it is for: groups of 3-4 players and hard fights. Hack the Minotaur writes that "the game's toughest fights need a dedicated healer" because passive regeneration is much lower in 1.0. We did not find that sentence in the official changelog, so treat it as the author's opinion. Solo it is slower, because there is little damage in it.

ElementWhat to take
WeaponOracle's Everblue (staff), backup Staff of the Taurus; Mythic Wand for mana
SpellsEternal Heal Cascade II, Eternal Chain Heal II, Eternal Fireball III
ArmorLifelock set from the Alchemist; alternatively Healer Set and Waveborne Ritualist Set (PinDrop)
Rings2x Ring of the Ancients or Gemini Ring
ShieldIncredible Ward (19 Block, 352 Parry Power, mana regeneration)
AttributesIntelligence (healing power), Spirit (mana), Constitution
GemGem of Battle Mania, but Keen Games officially weakened it in 1.0

Armor path: Rugged, Fur Armor, Alchemist Apprentice, Healer (level 13), Herbalist (18), Sage (23).

Healer spells and skills

Healing comes from staff spells: Heal Cascade (continuous healing, targets you when solo), Chain Heal (jumps between allies, no aiming) and Heal Beam (a beam up to 20 m, fast healing on the tank). Eternal versions use no charges. In this build the wand does not heal, it gives mana (Unity).

OrderSkillWhat it gives
StartDouble Jump, Intelligence, Healer 1, Blink, Spirithealing power, escape
AurasWater Aura, Waters of Lifehealing over time within 15 m, scales with Intelligence
ManaEternal Spark, Unity, Wand Specialization, Emergency Blinkmana from the wand, Blink when stunned
MiddleQuick Charge, Spellslinger, Life Burst, Life Essences, Divine Surgefaster casting, healing on kills, critical heals
GroupSaviour, Healing Revivefaster revives, revived allies return with more health (both "group play only")
ShroudShroud Mitigation, Shroud Resistance, Shared MiseryShroud time for the party

Life Burst heals everyone based on your Intelligence when you kill an enemy with a magic weapon. PinDrop lists Healer 3/3, Water Aura 3/3 and Healing Revive as the core. Some guides also mention "Healer II", but PinDrop (1.0 game files) says it is not on the tree, so we do not plan for it.

How to play as a pair

Guides describe the tank and the healer separately. Their data adds up to this teamwork.

RoleTankHealer
OpeningEvasion Attack, air attack, parrystays behind the tank, inside Water Aura range (15 m)
Steady workblock, Earth Aura, Warden and Tower with 3+ enemiesChain Heal, Heal Beam on the tank, Water Aura
Resourcestamina (blocking now restores it)mana (Unity from the wand)
When it goes wrongBlink, potions, bandagesEmergency Blink, Saviour
  1. The tank goes in first and deals damage to gain threat. Nemesis helps, but it does not work like an MMO taunt.
  2. The healer stays within 15 m of the tank. Water Aura then heals constantly, and Chain Heal hits without aiming.
  3. A tank who heals with a staff has to drop the block. It is better to let the partner do the healing.
  4. The two auras work side by side: Earth Aura lowers damage, Water Aura heals.
  5. When someone goes down, the healer revives them with Saviour and Healing Revive. In a group, everyone takes these.

Food makes a difference: Dessert Stomach gives a fourth slot, so the tank can have Intelligence and Life Burst, and the healer Constitution next to Intelligence. More about group play: playing with friends.

Is a tank needed?

Opinions are split. In the Reddit thread "Tank rework plz." the author thinks a tank is almost a requirement, and commenters answer that it is "not even close to a requirement". One of them describes a mage and archer duo that manages without a tank thanks to totems and skeletons. According to another, Nemesis will not make you hold aggro like an MMO tank. The same thread says Nemesis sits too deep in the tree, but someone else unlocked it on their second day of play.

FireSpark81 shows a healer who wins fights alone: two fire totems draw aggro and Blizzard deals damage over time. The author claims the Albaneve Summits dragon "was not scary at any point", but that is one opinion. PinDrop calls a solo healer slow.

Progression

  • Early game: the tank takes Double Jump, Merciless Attack, Power Parry and Battle Heal. PinDrop lays out a 50-point tank build finished by level 26 (Heavy Plates, Shiny Plates, Warden, Tower, Earth Aura). The healer takes Intelligence, Healer and Water Aura (34 points by level 18 according to PinDrop).
  • Middle: Nemesis, Thick Skin and Soul Leech for the tank; Quick Charge, Spellslinger and Life Burst for the healer.
  • End game: at level 50 you have 212 points (98 from levels, the rest from Shroud Root and Elixir Well), so Martyr, Saviour, Healing Revive and the final armor sets fit in.

The tank spreads points across several branches (Warrior, Guardian, Survivor), and players report this as the cost of the build. You can reset the tree at the Flame Altar, so a mistake is not permanent. Details: skill tree.

Weak points

  • Tank: low damage, slower leveling, many branches to pay for.
  • Healer: low damage, and channeled healing uses mana, so you have to switch to the wand.
  • Pair: works when the healer is within aura range, meaning close to the tank.

Other builds: mage build, archer build, warrior build, builds overview and the build tier list. Gear is covered in weapons and armor.

Player questions

Is a tank needed in 1.0 co-op?

There is no official answer. Some players call a tank almost a requirement, others show parties without one.

How does aggro work without a taunt?

Threat comes from damage, healing and proximity. Nemesis and Arch Nemesis double threat. Exact numbers are not available.

What do you heal with in 1.0?

Staff spells: Heal Cascade, Chain Heal and Heal Beam. Water Aura, Life Burst, food, potions and bandages help. The wand gives mana.

Can a healer play solo?

FireSpark81 says yes, with Blizzard and totems. PinDrop says it is slow.

Gem of Battle Mania for a healer?

Hack the Minotaur still recommends it, but Keen Games weakened it in 1.0.

Sources

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