five nights td 2 hand unit: Setup Guide & Best Boosts - Units

five nights td 2 hand unit: Setup Guide & Best Boosts

Learn how Handunit works in Five Nights TD 2, including stats, placement rules, boost choices, and the best setup for damage-focused teams.

2026-07-28
Five Nights TD 2 Wiki Team
Quick Guide
  • five nights td 2 hand unit links to the closest unit and improves one selected stat.
  • Damage boost reaches 50%, making it the strongest general-purpose option.
  • Range boost reaches 55% and helps units with valuable attack coverage.
  • Cooldown boost reaches 20%, but it is usually less attractive than damage.
  • Placement limit is one, so positioning determines the value of every boost.

five nights td 2 hand unit Overview

Handunit is a support booster in Five Nights TD 2 rather than a conventional damage dealer. Its passive, Helping Hand, links Handunit to the closest unit and opens a small stat-selection interface. You then choose one stat to improve for that linked unit.

The unit has no listed damage or DPS at either level, so its value comes entirely from the strength and placement of its support effect. Because only one Handunit can be placed, every setup should prioritize a high-impact carry instead of spreading the boost across several units.

Video Highlights:

  • Handunit is presented as a booster with a three-stat selection system.
  • The linked target is determined by proximity.
  • Damage, range, and cooldown are the available boost categories.
  • The demonstrated maximum boosts are 50% damage, 55% range, and 20% cooldown.
  • Damage is recommended for most offensive setups.

The current wiki listing records a level-one cost of 800, a level-two upgrade cost of 100, and range values of 18 and 20. These numbers describe Handunit itself; they do not represent the boosted unit’s range or damage.

LevelCostDamageDPSCooldownRange
180000018
210000020
Core Principle

Treat Handunit as a force multiplier. Its own statistics are not the reason to place it; the linked unit and selected stat determine its real contribution.

Helping Hand Boost Options

Handunit’s passive allows one chosen stat to be upgraded on the linked unit. The available maximum values are 50% damage, 55% range, and 20% cooldown, according to the available Handunit information and gameplay testing.

The correct choice depends on the target’s role. Damage is the safest default for a main carry because it directly increases offensive output. Range can be useful when a unit has strong attacks but struggles to cover the path. Cooldown is more situational and should be selected only when the target’s attack cycle makes it competitive with a direct damage increase.

Boost optionMaximum valueBest useGeneral rating
Damage50%Main carry or high-damage attackerExcellent
Range55%Units that need wider path coverageGood
Cooldown20%Specific attack-cycle buildsSituational

Damage Boost

The damage option is the recommended starting point for most players. A 50% damage increase is a substantial improvement for a unit that already has strong base damage, especially when that unit is responsible for clearing difficult waves or eliminating bosses.

Use the damage option when:

  • The linked unit is your primary source of damage.
  • The unit already reaches important targets without extra range.
  • You want a simple setup with minimal positioning adjustments.
  • The team depends on burst damage rather than extended coverage.

Range Boost

The range option reaches 55%, which is the largest listed percentage among Handunit’s three choices. Percentage size alone does not make it the best option, however. Extra range matters most when it allows a unit to attack from additional points on the path or maintain coverage after a difficult placement decision.

Range is worth considering when:

  • The target has valuable attacks but limited coverage.
  • A small placement change would otherwise remove important path access.
  • The unit benefits from attacking enemies earlier or for longer.
  • The map has awkward corners or separated lanes.

Cooldown Boost

Cooldown is the most specialized option. The available information lists a 20% cooldown boost, while gameplay testing treats the option as a smaller offensive improvement than the damage choice. Since cooldown-based value depends heavily on the target’s attack behavior, compare the result against a direct damage increase before committing.

SituationRecommended boostReason
Main damage unit already covers the pathDamageConverts Handunit into a direct offensive multiplier
Main damage unit misses important path sectionsRangeExtends useful attack coverage
Fast-attacking unit with unusual scalingTest cooldownResults depend on its attack cycle
Uncertain target or first-time setupDamageEasiest option to evaluate and use
Do Not Choose by Percentage Alone

Range has the highest listed percentage, but damage is usually more valuable when the target already reaches the enemies you need to hit.

Best Placement Setup

Handunit links to the closest unit, so placement is more important than its own range stat. The safest setup is to place Handunit immediately beside the unit you want to empower. This minimizes the chance that another nearby unit becomes the linked target.

The level-two upgrade increases Handunit’s own range from 18 to 20. That upgrade can help when Handunit must be placed farther away, but it does not change the basic targeting rule. If the goal is to boost one specific carry, placing Handunit close to that carry is usually more reliable than depending on extra support range.

Placement approachTarget controlRecommended use
Directly beside the carryHighStandard damage-focused setup
Behind the carry with no nearby unitsGoodUseful when front spaces are occupied
Near several unitsLowAvoid unless the linked target is obvious
Far from the teamVariableConsider only when space is limited

Preventing the Wrong Link

Before confirming the placement, inspect the surrounding spaces. A support unit, secondary attacker, or temporary placement can become the nearest unit instead of the intended carry. This is especially important in crowded layouts where several units are grouped around a central path.

Follow these positioning rules:

  • Place Handunit after the main carry whenever possible.
  • Leave a clear nearest space beside the intended target.
  • Avoid placing Handunit in the middle of a cluster.
  • Recheck the link after changing nearby unit positions.
  • Do not assume the target is selected by damage, rarity, or placement order.

When to Upgrade Handunit

Handunit has two listed levels. Level one costs 800 and provides 18 range. Level two costs 100 and provides 20 range. Since Handunit does not gain damage or DPS, the upgrade is primarily a placement convenience rather than a direct offensive upgrade.

Upgrade it when the extra range helps maintain access to the intended carry. If Handunit is already positioned directly beside that unit, the upgrade may be less urgent than improving the linked attacker.

Reliable Layout Rule

Place the carry first, keep nearby spaces clear, and position Handunit directly beside it. This makes the closest-unit rule work in your favor.

Step-by-Step Handunit Setup

Use this process whenever you add Handunit to a new team or map layout. The sequence reduces accidental links and makes it easier to compare boost results.

1

Choose the Target

Select the unit that benefits most from a single large stat increase. In most teams, this is the primary damage dealer rather than a low-impact support unit.

2

Build the Target First

Place the intended carry and confirm that it can reach the important part of the path. If the unit needs extra coverage, note where Handunit will need to stand.

3

Clear Nearby Competition

Check for other units close to the planned Handunit position. Move or avoid nearby placements that could become the closest linked target.

4

Place Handunit Beside the Carry

Put Handunit directly next to the chosen unit whenever the map allows it. Close placement gives the clearest targeting result.

5

Select the Boost

Choose damage by default. Select range when coverage is the limiting factor, or test cooldown only for a unit whose attack cycle justifies it.

The setup is strongest when Handunit supports one clearly defined role. A damage carry normally wants damage, while a coverage-focused unit can justify range. Avoid selecting a boost before deciding which unit Handunit will link to.

Setup goalTarget profileFirst option to testPlacement note
Boss damageHigh-damage carryDamagePlace immediately beside the carry
Lane coverageLong-range or limited-range attackerRangeKeep the target closest to Handunit
Rapid attacksUnit with a valuable attack cycleCooldownCompare results against damage
Flexible testingAny high-value attackerDamageEasiest baseline for comparison
Testing Advice

Make one change at a time. Keep the target and placement the same while comparing damage, range, and cooldown so the result is easier to judge.

Handunit Checklist and FAQ

Handunit is easiest to use when its support role is planned before the match begins. Complete the checklist below to confirm that the unit is contributing to the intended target rather than occupying space without a clear purpose.

Pre-Match Handunit Checklist:

  • Choose one primary unit to receive the link
  • Confirm the target can cover the required path area
  • Place Handunit beside the intended target
  • Select damage unless range or cooldown has a clear purpose
  • Recheck the linked unit after changing nearby placements

For reference, the Handunit page on the Five Nights TD 2 Wiki lists the Helping Hand passive, placement limit, level costs, and base statistics. The page also records that Handunit was previously a Secret unit in the first Five Nights TD title.

Best Default

Damage boost for a main carry. It offers the clearest offensive value and requires the least specialized planning.

Best Map Utility

Range boost when the target cannot cover the path reliably. Its value comes from reaching more useful attack positions.

Best Advanced Test

Cooldown boost for carefully selected units. Compare its practical output before replacing the damage option.

Q: What does five nights td 2 hand unit do?

Handunit is a support booster. Its Helping Hand passive links to the closest unit and lets you improve one selected stat: damage, range, or cooldown.

Q: Which Handunit boost is best?

Damage is the best general recommendation because the listed maximum reaches 50% and directly strengthens a main offensive unit. Range and cooldown are more situational.

Q: How does Handunit choose its target?

Handunit links to the closest placed unit. Put it directly beside the unit you want to boost and avoid crowded placements that could create an unintended link.

Q: Does Handunit deal damage?

No damage or DPS is listed for either recorded level. Handunit’s purpose is support, so its value depends on the unit receiving its stat boost.

Final Recommendation

For a dependable setup, place Handunit beside your strongest carry and select the damage boost. Switch to range only when coverage is the actual problem.