Best Build for Solo vs Co-op in Enshrouded — Decision Matrix + Loadouts
Solo, take a build with a skill that keeps you alive on your own; with friends, split the jobs — someone who pulls enemies, someone who heals, the rest on damage. The party changes the fight in the 1.0 files: on the Automatic setting the enemy count stays the solo one up to 4 players and reaches ×3 at 16, and 94% of enemy spawn points gain +48% health per extra player.
- Players per world16dedicated server cap
- Enemies at 4 players×1Automatic, vs solo
- Enemies at 16 players×3Automatic, vs solo
- Enemy health+48%per extra player, most enemies
What is 1.0 on this page: the party scaling (1.0 game files, build 1267041), the skills on each build's 1.0 tree and their costs. What is ours: which skills count as "solo" or "party" and the picks. What each skill does is the wiki's text from before 1.0 — the server files carry none — and says so.
What the party changes
Keen's 1.0 note on the Automatic enemy amount: "When Automatic is set, the amount of enemies is scaled depending on the size of the party in a multiplayer game. As “party” counts every player actively playing in the vicinity. Players in other areas of Embervale are not counted as part of the party." The files' factor per party size:
- Health per extra player+48%94% of enemy spawn points
- Damage per extra player+5%the same enemies
- Lord Vorgoth+70%health per extra player
Solo: builds that keep themselves alive
Our rule: a solo build should take at least one skill that restores health or stamina without help. These are the ones we count, with what each build on this site takes:
| Skill | Tree | Points | What it does (wiki, pre-1.0) | Builds that take it |
|---|---|---|---|---|
| Warrior | 6 | — | Sword & Board Tank, Battlemage Hybrid, Berserker Barbarian, Solo Adventurer Hybrid, Radiant Paladin, One-Handed Warrior | |
| Mage | 6 | — | Necromancer Glass Cannon | |
| Ranger | 3 | — | Ranger Sniper |
Our solo picks
One-Handed Warrior, Radiant Paladin, Ranger Sniper, Solo Adventurer Hybrid, Battlemage Hybrid, Sword & Board Tank, Berserker Barbarian, Necromancer Glass Cannon — each takes one of the skills above.
Co-op: a job each
Our grouping: by the wiki's text, these skills work through or for other players nearby, so solo they are points you do not use. We would give Nemesis to the player who holds enemies and Water Aura to the one who heals.
| Skill | Tree | Points | What it does (wiki, pre-1.0) | Builds that take it |
|---|---|---|---|---|
| Warrior | 6 | Whenever an ally draws the attention of an enemy, you draw it in equal measures. | Sword & Board Tank | |
| Warrior | 6 | You emit a protective aura that reduces all incoming damage by 10% for you and allies within 10 meters. | Sword & Board Tank | |
| Mage | 3 | You emit a healing aura. It heals all injured allies within 15 meters. | Fire Mage Starter, Battlemage Hybrid, Necromancer Glass Cannon, Healer Support, Summoner, Radiant Paladin | |
| Mage | 3 | — | Healer Support | |
| Core | 3 | You only need 3 instead of 6 seconds to revive an ally. | Healer Support, Solo Adventurer Hybrid | |
| Warrior | 6 | — | — |
Our co-op picks
Holding enemies — the builds that take Nemesis: Sword & Board Tank. Healing — the builds that take Water Aura: Fire Mage Starter, Healer Support, Radiant Paladin, Summoner, Battlemage Hybrid, Necromancer Glass Cannon. Everyone else brings damage — the final boss guide lists the level-25+ builds.
Decision matrix
Every build on this site with its 1.0 cost and level, and which of the skills above its tree takes. More in the left column = better alone; more in the right = better in a group.
| Build | Role | Points | Written for | Solo skills | Party skills |
|---|---|---|---|---|---|
| Hybrid | 18 | Level 10 | — | — | |
| Mage | 27 | Level 15 | — | Water Aura | |
| Ranger | 38 | Level 20 | — | — | |
| Mage | 34 | Level 20 | — | Water Aura, Healing Revive, Saviour | |
| Mage | 43 | Level 25 | — | — | |
| Ranger | 48 | Level 25 | — | — | |
| Warrior | 48 | Level 25 | Battle Heal | — | |
| Hybrid | 47 | Level 25 | Battle Heal | Water Aura | |
| Ranger | 39 | Level 25 | Vitality Surge | — | |
| Hybrid | 39 | Level 25 | Battle Heal | Saviour | |
| Mage | 47 | Level 25 | — | Water Aura | |
| Hybrid | 58 | Level 30 | Battle Heal | Water Aura | |
| Warrior | 50 | Level 30 | Battle Heal | Nemesis, Earth Aura | |
| Warrior | 58 | Level 35 | Battle Heal | — | |
| Mage | 67 | Level 35 | Bloodletting | Water Aura | |
| Mage | 65 | Level 35 | — | — | |
| Hybrid | 212 | Level 50 | Battle Heal | Nemesis, Earth Aura, Water Aura, Healing Revive, Saviour, Soul Leech |
Switching between solo and co-op
Respeccing is how one character does both. On an existing save 1.0 resets the tree once: "When playing for the first time in version 1.0.0.0 with an existing save game, the skill tree will be reset." After that, the last price Keen published is from before 1.0: "The cost for resetting the skill tree is now calculated based on the number of previously spent skill points. Each spent skill point costs 1 rune." — see the respec guide.
Hosting, permissions and player counts are in the multiplayer guide. In 1.0: "Hosts now define the default permission level for every joining player with a single password. Afterwards, each player character can be promoted or demoted individually if needed."
FAQ
What's the best solo build in Enshrouded?
Our picks are the builds that take a skill which heals or refreshes you without help: One-Handed Warrior, Radiant Paladin, Ranger Sniper, Solo Adventurer Hybrid, Battlemage Hybrid, Sword & Board Tank, Berserker Barbarian, Necromancer Glass Cannon. The Solo Adventurer Hybrid is the one written for playing alone.
What's the best co-op build for Enshrouded?
One per job: a tank with Nemesis (Sword & Board Tank), a healer with Water Aura (Fire Mage Starter, Healer Support, Radiant Paladin, Summoner, Battlemage Hybrid, Necromancer Glass Cannon), and damage builds for the rest. That split is our suggestion, not a game rule.
Can I use the same build for solo and co-op?
Yes — a build that takes both kinds of skill: Radiant Paladin, Solo Adventurer Hybrid, Battlemage Hybrid, Sword & Board Tank, Necromancer Glass Cannon. Otherwise respec between sessions.
Is the Healer build viable solo?
It spends its points on others: the Healer Support tree takes Water Aura, Healing Revive, Saviour and none of the solo skills above. We would not take it alone.
How many players is Enshrouded balanced for?
Up to 16 per world. On the Automatic setting the enemy count is the solo one up to 4 players and rises to ×3 at 16; each extra player also adds 48% health and 5% damage to most enemies (1.0 files).
Related guides
Enshrouded Multiplayer & Co-op (1.0): Play With Friends
How to play Enshrouded 1.0 with friends: up to 16 players on PC and 8 on PS5, the new host permissions, and how enemies scale with the party.
Best Respec Order in Enshrouded — When and What to Reset
1.0 resets every save's skill tree once. Where to respec, the last known rune price (pre-1.0), the 212 points to re-spend and which skills to swap.
Enshrouded Final Boss: Lord Vorgoth Guide & Build (1.0)
Lord Vorgoth, the final boss of Enshrouded 1.0: level 50, two phases, Cinder's Cradle. His weakness, the fight step by step and builds to bring.