How to Build a Dungeon Skill Tree for Optimal Progression
Learn how to build a dungeon skill tree in Roblox [GUILDS] Build a Dungeon: the real percentage nodes, what each one upgrades, and which to take first.
Published: Build a Dungeon Wiki Editorial Team
Table of Contents
What the Build a Dungeon Skill Tree Actually Is
[GUILDS] Build a Dungeon is Exploration Guild's Roblox simulation and tycoon game, still in beta, in which you build a dungeon, fill it with monster units and traps, and defend a dungeon crystal against endless waves of heroes who enter through a one-way entrance and walk the corridors you lay. When you set out to build a dungeon skill tree, you are not building up one character: recorded runs describe the tree as percentage increases to each stat, applied to the dungeon as a whole.
That matters because every stat the tree touches is already part of the wave loop. Coins buy buildings, traps and parts, while Dark Souls are spent on monster units, and both come from the heroes your defense defeats. The official page notes that monsters keep catching heroes offline, and the escape menu reports the hourly rate your dungeon produces, scaled from the highest wave you have reached; a recorded run at wave 190 showed roughly 8,400 Coins and 385 souls per hour. Judge an income node against that hourly figure rather than against a single wave payout.
Whole-Dungeon Upgrades
A node lifts one stat for every unit, trap and wave at once, which is why recorded players treat the tree as the long-term layer of progression and rolling for units as the short-term one.
The Skill Tree Nodes Recorded in Build a Dungeon
Node
What It Raises
How It Shows Up in Recorded Runs
gold rush
Coin income
Taken first by recorded players who want more Coins per wave
soul harvest
Dark Souls income
Grouped with gold rush as the income pair
unit damage
Damage dealt by your monster units
Named in recorded builds as the core combat node
battlecry
Unit damage
Listed in footage as "battlecry unit damage", beside unit damage
population
How many monster units the dungeon can field
Matters more once mutated units add extra population
trap mastery
Trap damage across the dungeon
Lifts every trap you have already placed
battle speed
How quickly a wave plays out
Update 6 unlocked the 2x Battle Speed upgrade earlier in the tree
Those seven names are what recorded gameplay shows. The same footage describes the tree as a large stat-by-stat layout, so treat this as the confirmed core rather than a complete map of every node.
What the official description and the recorded runs do not show is a node tied to one character, an unlock currency you farm separately from the dungeon, or a branching archetype to choose. Nodes are bought during a run out of the currency the dungeon is earning, and one recorded player ran short of currency immediately after taking a batch of starter nodes. Node prices, unlock order and any further requirements are not published, so check the in-game interface before committing to a long purchase.
Choosing the Order You Take Nodes
Read the whole tree before the wave: the nodes are permanent percentage increases, so an upgrade taken early keeps paying out on every wave that follows.
Fund it from income, not from savings: Coins come from defeated hero waves, from potion shops that heroes stop at on their way in, and from the heroes your dungeon catches offline.
Take income before damage: recorded players go gold rush and soul harvest first, then unit damage, population, trap mastery and battlecry.
Re-check the tree after each update: Update 6 moved the 2x Battle Speed upgrade earlier and Update 7 moved Guilds into beta with mutation changes, trap upgrades and auto rejoin, so node positions and costs can shift between patches.
Tip
Take an income node before you buy another roll, then watch the escape menu hourly rate. Because it scales from your highest wave, it is the fastest read on whether the extra percentage is showing up.
Codes are the other documented source of the two currencies that pay for progression. 2KCCU! pays 5k Coins and 3k Dark Souls, DRAGONALTAR adds 3 Coin Booster Potions with 1k Coins and 3k Dark Souls, and LABYRINTH pays 3 Soul Booster Potions with 10,000 Coins and 1,000 Souls; DIVINE and 100KVISITS! also hand out Coins, Dark Souls and booster potions. Open the Settings button in the top-left corner, type a code into the box, and press Redeem.
Pairing the Tree With Units, Traps and Mutations
A percentage on top of a defense that never touches the wave multiplies nothing, so the tree is worth reading together with the parts it upgrades.
Mutation
Health and Damage
Dark Souls Cost
Extra Population
Golden
2.4x base
4x base
+1
Frozen
3.8x base
7x base
+2
Infernal
5.6x base
12x base
+2
Cursed
8x base
20x base
+3
Mutations raise health, damage, population and Dark Souls cost without changing attack interval, range or ability percentages, and boss units get 50% more health and damage inside a Boss Room. Because every mutated unit also costs extra population, a population node is what keeps the units you already rolled in the dungeon instead of on the bench.
Rolls supply monster units and building pieces. Community gameplay shows a Legendary at 80 rolls, a Mythic at 160, a Secret at 300 and a Divine at 2,000, but official drop rates and pity thresholds have not been released, so check the in-game interface. Update 6 added Divine and Mutation pity plus auto-roll filtering for the units and building pieces you keep rolling duplicates of, along with Shrine Tiles that buff nearby units.
Warning
Do not treat the tree as a fix for a layout problem. Thief heroes disarm traps within one tile of themselves, healer heroes restore the wave's health, archer heroes shoot through walls, and your own monster units cannot attack through a wall at all. Trap mastery and unit damage only pay off on the stretches the heroes are actually forced to walk.
Progress That Survives a Failed Run
Losing a run does not send you back to wave one. Recorded gameplay shows a checkpoint at wave 10, and after that builder's defense failed, the next attempt opened on wave 10 rather than the first wave. The nodes you have already bought are permanent upgrades, so a wipe costs you the layout rather than the percentages.
Update 6 also added the randomized three-floor Labyrinth, which runs solo or with a group and hands out chests whose rewards scale with difficulty. Between the checkpoint, the Labyrinth chests and the hourly rate your dungeon earns while you are away, there is always a way to fund the next node without replaying the early waves.
[ ] Do you know which node you are buying before the next wave starts?
[ ] Have you taken gold rush and soul harvest before spending on another roll?
[ ] Is your population headroom keeping up with the mutated units you own?
[ ] Have you re-read the tree since the last update?
[ ] Does every corridor your units cover sit on the heroes' path?
Frequently Asked Questions
How do I earn points to build a dungeon skill tree?
The official page does not describe a separate point currency, and node prices have not been published. Recorded runs buy nodes during a run from the currency the dungeon is earning, and one recorded run saw the battle speed upgrade offered for Robux as well as the in-game currency. Check the in-game interface for the current cost of each node.
Which skill tree node should I take first?
Income. Recorded players take gold rush and soul harvest first, then unit damage, population, trap mastery and battlecry. A percentage increase on income raises every later purchase, which is why it comes before another roll.
Does the skill tree upgrade one unit or the whole dungeon?
The whole dungeon. Nodes are percentage increases to a stat rather than per-unit upgrades, so trap mastery lifts every trap you have placed and unit damage lifts every monster unit you field.
Is the skill tree tied to a single character or unit?
No. The official description and the recorded runs show percentage upgrades to dungeon-wide stats rather than anything bound to one character or one unit, so plan the tree around the stat you want to raise.
Can I undo a skill tree node if I make a mistake?
No way to undo a node is documented in the official description or in the recorded runs. Check the in-game interface for anything added in a later update, and treat the order in which you take nodes as the decision that matters.