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At the end of the Guide, there is an item list with some items to keep an eye on: [[ArosRising's Guide to Endless Mode#The Item List|List of Items]] | At the end of the Guide, there is an item list with some items to keep an eye on: [[ArosRising's Guide to Endless Mode#The Item List|List of Items]] | ||
== Build | == Build Types == | ||
Lets start with discussing the different builds you can use to get far into the Endless Waves. | Lets start with discussing the different builds you can use to get far into the Endless Waves. | ||
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Note that when you play a character, you might need to switch between builds during the game, and | Note that when you play a character, you might need to switch between builds during the game, and | ||
=== <big>Economic</big> === | === <big>Economic Build</big> === | ||
Every Character in the Game must look into their economy if they want to make it far into Endless mode. And it is something you combine with your actual build. | Every Character in the Game must look into their economy if they want to make it far into Endless mode. And it is something you combine with your actual build. | ||
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The Key points to an Economic build is: | The Key points to an Economic build is: | ||
* Start with a Scaling Weapon like {{MiniIconbox|name=Thief Dagger}} or {{MiniIconbox|name=Ghost | * Start with a Scaling Weapon like {{MiniIconbox|name=Thief Dagger}} or {{MiniIconbox|name=Ghost Flint}}. | ||
* Invest Heavily in [[Harvesting]], [[Luck]], and [[XP Gain]]. | * Invest Heavily in [[Harvesting]], [[Luck]], and [[XP Gain]]. | ||
* Look for Economic items like: {{MiniIconbox|name=Bag}}, {{MiniIconbox|name=Crown}}, or {{MiniIconbox|name=Hunting Trophy}} | * Look for Economic items like: {{MiniIconbox|name=Bag}}, {{MiniIconbox|name=Crown}}, or {{MiniIconbox|name=Hunting Trophy}} | ||
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'''Good Candidates for an Economic build:''' | '''Good Candidates for an Economic build:''' | ||
* {{CharacterIcon|Loud}} | * {{CharacterIcon|Loud}} - 50% Additional Enemies and tagged for more enemies. Loud can end up earns tons of materials, and stack a lot of Materials and Stats with {{MiniIconbox|name=Thief Dagger}} or {{MiniIconbox|name=Ghost Flint}} | ||
* {{CharacterIcon|Farmer}} | * {{CharacterIcon|Farmer}} - Farmer can get insane amounts of harvesting by using {{MiniIconbox|name=Pruner}} and {{MiniIconbox|name=Crown}}. | ||
* {{CharacterIcon|Entrepreneur}} - Entrepreneur can stack large amounts of harvesting, and their shop prices can get all the way down to 50%. | * {{CharacterIcon|Entrepreneur}} - Entrepreneur can stack large amounts of harvesting, and their shop prices can get all the way down to 50%. | ||
* {{CharacterIcon|Explorer}} - Explorer can earn tons of Money by stacking Luck and getting 3 early {{MiniIconbox|name=Bag}}. The +25% Enemies is also super powerful later in the game, as the Material drop rate becomes 25% for all characters, so the -50% ability doesn't matter. | * {{CharacterIcon|Explorer}} - Explorer can earn tons of Money by stacking Luck and getting 3 early {{MiniIconbox|name=Bag}}. The +25% Enemies is also super powerful later in the game, as the Material drop rate becomes 25% for all characters, so the -50% ability doesn't matter. | ||
* {{CharacterIcon|Streamer}} - If you can get ahead on Streamer, you can earn up to 25x60 = 1500 Materials per wave. | * {{CharacterIcon|Streamer}} - If you can get ahead on Streamer, you can earn up to 25x60 = 1500 Materials per wave. | ||
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* {{CharacterIcon|Demon}} - Demon's Shop is cheaper, and Demon can spend all their HP early and buy Max HP items for free Materials. This lets Demon Stack a ton of weapons and items early. You can have a full set of Tier 2 weapons after the third shop along with 10+ items if you're lucky. | * {{CharacterIcon|Demon}} - Demon's Shop is cheaper, and Demon can spend all their HP early and buy Max HP items for free Materials. This lets Demon Stack a ton of weapons and items early. You can have a full set of Tier 2 weapons after the third shop along with 10+ items if you're lucky. | ||
=== HP Scaling | === <big>HP Scaling Build</big> === | ||
The HP Scaling build Revolves around getting as much [[Max HP]] as possible and using Weapons that scale with your Max HP. It is currently by far the strongest build is the game, and the only one able to Never lose the Game. | |||
You use {{MiniIconbox|name=Potato Thrower}} and {{MiniIconbox|name=Alien Eyes}} to deal damage based on your Max HP. | |||
You gain Max hp from {{MiniIconbox|name=Grind's Magical Leaf}} and {{MiniIconbox|name=Extra Stomach}}, but mostly from stacking {{MiniIconbox|name=Padding}} | |||
While {{CharacterIcon|Chunky}} Might seem like a good choice, but the Damage Scaling doesn't work with the Temporary Max HP from {{MiniIconbox|name=Padding}} | |||
'''Good Candidates for a HP Scaling build:''' | |||
* Any Economic Character | |||
* {{CharacterIcon|Demon}} - Demon Comes with a HP conversion ability that is equal to that of 7.7 Paddings. This limits Demon's Super Late game potential, but makes Demon perhaps the strongest HP Scaling Character out of the gate. | |||
* {{CharacterIcon|Saver}} - If you can manage to pull this off, the damage Scaling from Materials can be powerful. But Saver's Shop Prices and Early Game is really rough. | |||
=== <big>Elemental Build</big> === | |||
The Elemental build revolves around Stacking [[Elemental Damage]], Inflicting [[Burn]] to enemies, and using some of the very powerful Elemental weapons like {{MiniIconbox|name=Lightning Shiv}}, {{MiniIconbox|name=Plasma Sledgehammer}}, {{MiniIconbox|name=Thunder Sword}}, or {{MiniIconbox|name=Nuclear Launcher}}. | |||
Remember to pick up the Burn Themed items: | |||
* {{MiniIconbox|name=Scared Sausage}} - Allows All Weapons to spread fire. | |||
* {{MiniIconbox|name=Snake}} - Allows the fire to spread. | |||
* {{MiniIconbox|name=Eyes Surgery}} - Increases the DPS of your [[Burn]]. | |||
'''Good Candidates for an Elemental build:''' | |||
* {{CharacterIcon|Mage}} - +33% Elemental Damage Scaling. Good Elemental Start, tagged for elemental Items. | |||
* {{CharacterIcon|One Armed}} - +100% [[Damage]] and [[Elemental Damage]] Scaling. This makes your [[Burn]] Extremely Potent. You can spread fire via Turrets and {{MiniIconbox|name=Alien Eyes}}. With {{MiniIconbox|name=Snake}} this can inflict burn to the entire screen despite you being limited to 1 weapon. | |||
* {{CharacterIcon|Arms Dealer}} - +33% Damage and Elemental Damage Scaling. Just like with One Armed, you can Bypass your Lack of Weapons with Burn. | |||
* {{CharacterIcon|Crazy}} - A wild Card. Crazy is just pretty strong with Lightning Shiv. | |||
=== <big>Engineering Build</big> === | |||
=== <big>Luck</big> === | === <big>Luck Build</big> === | ||
The Luck build revolves around stacking {{StatIcon|name=Luck}}[[Luck]] and {{StatIcon|name=Damage}}[[Damage]]. | The Luck build revolves around stacking {{StatIcon|name=Luck}}[[Luck]] and {{StatIcon|name=Damage}}[[Damage]]. | ||
Then you pick up all the {{MiniIconbox|name=Cyberball}} and {{MiniIconbox|name=Baby Elephant}} you can get your hands on. This Luck based Damage can cause chain reactions and deal a lot of damage. | Then you pick up all the {{MiniIconbox|name=Cyberball}} and {{MiniIconbox|name=Baby Elephant}} you can get your hands on. This Luck based Damage can cause chain reactions and deal a lot of damage. | ||
{{MiniIconbox|name=Sifd's Relic}} | {{MiniIconbox|name=Sifd's Relic}} or 5 {{MiniIconbox|name=Baby Gecko}} are nice pickups for this build. | ||
While your Luck Damage can't crit, you still want to get to 100% Crit or more, not only for your weapons, but also for when you find {{MiniIconbox|name=Lucky Coin}} | |||
While your Weapons will deal good damage, you can expect your Luck damage to do chain reactions, killing enemies all over the map. | |||
'''Good Candidates for a Luck build:''' | '''Good Candidates for a Luck build:''' | ||
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* {{CharacterIcon|Arms Dealer}} - +33% Dmg Modifier, Good economy, and the Luck based damage is a safety net against bad weapons. | * {{CharacterIcon|Arms Dealer}} - +33% Dmg Modifier, Good economy, and the Luck based damage is a safety net against bad weapons. | ||
* {{CharacterIcon|Glutton}} - +50 Starting Luck, likes to stack luck for extra consumables. Tagged For Luck. | * {{CharacterIcon|Glutton}} - +50 Starting Luck, likes to stack luck for extra consumables. Tagged For Luck. | ||
=== <big>Explosive Build</big> === | |||
== Build Choices == | |||
When building your Character, there are certain options that are mutually exclusive. These are choices you must decide on either beforehand or during your run as you see how it pans out. | |||
=== Hunting Trophy / Non Crit === | |||
With {{MiniIconbox|name=Hunting Trophy}} being super important for getting materials later in the game, it can be a problem if you are killing enemies with effects that don't crit. | |||
So if you're planning to rely on Hunting Trophies, you should avoid the following damage sources, so they don't steal kills. | |||
* Luck Damage ({{MiniIconbox|name=Baby Elephant}}, {{MiniIconbox|name=Cyberball}}) | |||
* All enemies that [[Burn]] to death. | |||
* Turrets and [[Structures]] in general. | |||
* [[Explosions]] from {{MiniIconbox|name=Landmines}}, {{MiniIconbox|name=Rip and Tear}}, {{MiniIconbox|name=Spicy Sauce}} | |||
=== Ricochet / Piercing === | === Ricochet / Piercing === | ||
= | The {{MiniIconbox|name=Ricochet}} item can grant [[Bouncing|Bounces]] to weapons that otherwise doesn't have bounces. | ||
Projectiles have a default damage falloff of 50% when bouncing, unless the weapon have bouncing by default such as the [[Slingshot]] or the projectiles spawned by [[Lightning Shiv]]. | |||
This means the damage that each target takes is halved for every bounce. So if the first takes 20, the next will take 10, and then 5. Weapons with innate bonucing have a damage falloff of 0%, dealing full damage on every hit. | |||
[[Piercing]] Happens after bounces, so if you pick Ricochets, it might lower the damage of the following piercing attacks. | |||
=== Tardigrade / Bloody Hand === | === Tardigrade / Bloody Hand === | ||
{{MiniIconbox|name=Tardigrade}} is a powerful item that can block lethal damage late in High Endless Mode. {{MiniIconbox|name=Bloody Hand}} is also super powerful for Endless Mode. But items like Bloody Hand and {{MiniIconbox|name=Blood Donation}} deals damage to you every second and prevents you from using Tardigrade effectively. Consider what fits your Build. | |||
== Choosing a Character. == | == Choosing a Character. == | ||
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Terrible Characters | Terrible Characters | ||
* {{CharacterIcon|Wildling}} - No important upsides, and can't upgrade weapons past Tier 2. | * {{CharacterIcon|Wildling}} - No important upsides, and can't upgrade weapons past Tier 2. | ||
* {{CharacterIcon|Mutant}} - The Exponential nature of [[Experience]] means that Mutant doesn't gain that many extra levels. And +200% Exp Gain can easily be gotten with items. The +50% Shop Prices on the other hand is a detrimental downside. | * {{CharacterIcon|Mutant}} - The Exponential nature of [[Experience]] means that Mutant doesn't gain that many extra levels. And +200% Exp Gain can easily be gotten with items. The +50% Shop Prices on the other hand is a detrimental downside. |
Revision as of 22:56, 7 April 2023
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Introduction
This is a guide I've written to help players optimise their endless runs and to go as far as possible.
This Guide assumes you have read the page for Endless Mode, which explains the Mechanics and changes of endless mode.
This Guide also assumes that you're playing on Danger 5, which is the difficulty which in most Endless Runs are done.
Playing on Endless Mode is the same as Normal Mode for the first 20 level. On wave 21 and onwards, on top of the normal wave scaling, The Endless Factor increases, and makes severals things in the game become exponentially harder, including the enemies and the shop. This will in most cases ensure your demise sooner or later.
So what is a great build for normal Mode is not the same as what is a great build for Normal Mode. On normal Mode your goal is just to survive the waves and prepare for the boss fight. In Endless Mode you must instead "snowball", or invest in things that will payoff later in the game and make you as strong as possible later.
Generally I play Endless Mode in two different Ways. Fun games where I mostly just aim to beat wave 20 and see how much further the Build can go. And Record Runs, where I plan from the beginning of the run to attempt to get to as high of a wave as possible in Endless Mode.
The Guide will help you with both.
If you want to go truely endless, and never die, you can see the section on: High Endless Mode
At the end of the Guide, there is an item list with some items to keep an eye on: List of Items
Build Types
Lets start with discussing the different builds you can use to get far into the Endless Waves. Knowing what items are key for your build, and understanding what can be scaled into the late game is
Note that when you play a character, you might need to switch between builds during the game, and
Economic Build
Every Character in the Game must look into their economy if they want to make it far into Endless mode. And it is something you combine with your actual build.
But if you really want to get far in Endless mode, you can make your entire build revolve around economy. It will be rough early, but once it begins to pay off, you'll snowball out of control.
The Key points to an Economic build is:
- Start with a Scaling Weapon like
Thief Dagger or
Ghost Flint.
- Invest Heavily in Harvesting, Luck, and XP Gain.
- Look for Economic items like:
Bag,
Crown, or
Hunting Trophy
- Choose a Character with economic Bonuses.
Good Candidates for an Economic build:
Loud - 50% Additional Enemies and tagged for more enemies. Loud can end up earns tons of materials, and stack a lot of Materials and Stats with
Thief Dagger or
Ghost Flint
Farmer - Farmer can get insane amounts of harvesting by using
Pruner and
Crown.
Entrepreneur - Entrepreneur can stack large amounts of harvesting, and their shop prices can get all the way down to 50%.
Explorer - Explorer can earn tons of Money by stacking Luck and getting 3 early
Bag. The +25% Enemies is also super powerful later in the game, as the Material drop rate becomes 25% for all characters, so the -50% ability doesn't matter.
Streamer - If you can get ahead on Streamer, you can earn up to 25x60 = 1500 Materials per wave.
Jack - Jack gains a ton of Materials due to how the mechanics play out, not just triple. And if you can manage to stack
Gentle Alien and
Mouse, you can become a powerhouse.
Demon - Demon's Shop is cheaper, and Demon can spend all their HP early and buy Max HP items for free Materials. This lets Demon Stack a ton of weapons and items early. You can have a full set of Tier 2 weapons after the third shop along with 10+ items if you're lucky.
HP Scaling Build
The HP Scaling build Revolves around getting as much Max HP as possible and using Weapons that scale with your Max HP. It is currently by far the strongest build is the game, and the only one able to Never lose the Game.
You use Potato Thrower and
Alien Eyes to deal damage based on your Max HP.
You gain Max hp from Grind's Magical Leaf and
Extra Stomach, but mostly from stacking
Padding
While Chunky Might seem like a good choice, but the Damage Scaling doesn't work with the Temporary Max HP from
Padding
Good Candidates for a HP Scaling build:
- Any Economic Character
Demon - Demon Comes with a HP conversion ability that is equal to that of 7.7 Paddings. This limits Demon's Super Late game potential, but makes Demon perhaps the strongest HP Scaling Character out of the gate.
Saver - If you can manage to pull this off, the damage Scaling from Materials can be powerful. But Saver's Shop Prices and Early Game is really rough.
Elemental Build
The Elemental build revolves around Stacking Elemental Damage, Inflicting Burn to enemies, and using some of the very powerful Elemental weapons like Lightning Shiv,
Plasma Sledgehammer,
Thunder Sword, or
Nuclear Launcher.
Remember to pick up the Burn Themed items:
Scared Sausage - Allows All Weapons to spread fire.
Snake - Allows the fire to spread.
Eyes Surgery - Increases the DPS of your Burn.
Good Candidates for an Elemental build:
Mage - +33% Elemental Damage Scaling. Good Elemental Start, tagged for elemental Items.
One Armed - +100% Damage and Elemental Damage Scaling. This makes your Burn Extremely Potent. You can spread fire via Turrets and
Alien Eyes. With
Snake this can inflict burn to the entire screen despite you being limited to 1 weapon.
Arms Dealer - +33% Damage and Elemental Damage Scaling. Just like with One Armed, you can Bypass your Lack of Weapons with Burn.
Crazy - A wild Card. Crazy is just pretty strong with Lightning Shiv.
Engineering Build
Luck Build
The Luck build revolves around stacking Luck and
Damage.
Then you pick up all the Cyberball and
Baby Elephant you can get your hands on. This Luck based Damage can cause chain reactions and deal a lot of damage.
Sifd's Relic or 5
Baby Gecko are nice pickups for this build.
While your Luck Damage can't crit, you still want to get to 100% Crit or more, not only for your weapons, but also for when you find Lucky Coin
While your Weapons will deal good damage, you can expect your Luck damage to do chain reactions, killing enemies all over the map.
Good Candidates for a Luck build:
Lucky - +125 Starting Luck, +25% Luck Modifier, Tagged for Luck, Built in Luck Damage Ability.
One Armed - +100% Dmg Modifier, the Luck damage helps you deal with the masses of enemies.
Arms Dealer - +33% Dmg Modifier, Good economy, and the Luck based damage is a safety net against bad weapons.
Glutton - +50 Starting Luck, likes to stack luck for extra consumables. Tagged For Luck.
Explosive Build
Build Choices
When building your Character, there are certain options that are mutually exclusive. These are choices you must decide on either beforehand or during your run as you see how it pans out.
Hunting Trophy / Non Crit
With Hunting Trophy being super important for getting materials later in the game, it can be a problem if you are killing enemies with effects that don't crit.
So if you're planning to rely on Hunting Trophies, you should avoid the following damage sources, so they don't steal kills.
- Luck Damage (
Baby Elephant,
Cyberball)
- All enemies that Burn to death.
- Turrets and Structures in general.
- Explosions from
Landmines,
Rip and Tear,
Spicy Sauce
Ricochet / Piercing
The Ricochet item can grant Bounces to weapons that otherwise doesn't have bounces.
Projectiles have a default damage falloff of 50% when bouncing, unless the weapon have bouncing by default such as the Slingshot or the projectiles spawned by Lightning Shiv. This means the damage that each target takes is halved for every bounce. So if the first takes 20, the next will take 10, and then 5. Weapons with innate bonucing have a damage falloff of 0%, dealing full damage on every hit.
Piercing Happens after bounces, so if you pick Ricochets, it might lower the damage of the following piercing attacks.
Tardigrade / Bloody Hand
Tardigrade is a powerful item that can block lethal damage late in High Endless Mode.
Bloody Hand is also super powerful for Endless Mode. But items like Bloody Hand and
Blood Donation deals damage to you every second and prevents you from using Tardigrade effectively. Consider what fits your Build.
Choosing a Character.
When choosing a character for endless, you want a character that have abilities that give great benefits in the late game.
Wildling starts with a stick and 30% Life Steal, but can't upgrade weapons above tier 2. This means a exceptionally powerful early game, but a very weak end game. 30% Life Steal is very replacable, while not being able to upgrade your weapons is a huge downside.
On the other hand, a character like Multitasker will have to pay more to get fully armed, and gets -40% damage when having 12 weapons. But in endless mode, those downsides mean little later in the game. And then you'll have double the fire power of other characters.
Powerful Characters
Loud - Additional Enemies means Loud is able to Snowball their economy early and enter the Endless Waves with tons of items.
Farmer - Farmer can snowball their economy insanely high and have tons of items when entering the Endless Waves. In addtion, Farmer can keep up thousands of Harvesting by combining many
Garden with
Improved Tools and high Attack Speed
Lucky - Extra Luck Scaling and Luck Damage has potential. The downsides can be negated with a few items. Sadly the Endless Factor causes the amount of materials dropped to decline, so
Baby Elephant and Lucky's Innate ability will do less damage. But
Cyberball stays relevant.
Terrible Characters
Wildling - No important upsides, and can't upgrade weapons past Tier 2.
Mutant - The Exponential nature of Experience means that Mutant doesn't gain that many extra levels. And +200% Exp Gain can easily be gotten with items. The +50% Shop Prices on the other hand is a detrimental downside.
Weapons
There are several good choices for which weapons you want to choose for your character when starting a run. You can start with a Scaling/Economic Weapon such as Thief Dagger and then pivot to a stronger weapon once you've gained all the Materials/Stats you've wanted.
Or start with a weapon like Fist and upgrade it to
Power Fist when given the Option.
You can also start with a weapon that is also strong in the endgame like Shuriken, and just keep the weapon.
Pivoting
Pivoting is when you switch from one type of Weapon to another.
A common Endless mode tactic is to start with a weapon that grants money or stats, and then switch to a weapon with much better damage output once you've hit the late game.
When Pivoting, Anvil is essensial for upgrading your weapons, so you can get back to having 6 Tier IV weapons.
The Timing of the Pivot typically starts at wave 20-25, and sometimes at wave 30-35 if you have a very strong economy. You need to pivot earlier if the weapon you're pivoting to only spawn in Tier 3 or higher. Don't get caught. The Shop prices increases quickly. Be careful that enemies get a lot stronger and faster at wave 37-45.
Scaling Weapons
These weapons gives you bonuses early in the game, but have really bad DPS, so you should switch them out later.
Ghost Flint - Can give you large amounts of Attack Speed
Ghost Axe - Can give you large amounts of Damage
Ghost Scepter - Can give you large amounts of Max HP
Pruner - Gives Explosive Damage with
Glutton and Harvesting with
Farmer.
Thief Dagger - Earns you a lot of extra money, and puts you into Crit build early, so you can benefit from finding Hunting Trophies.
But a Starting weapon can also be the weapon you start with until you find a stronger weapon for the build.
Shredder - As you look for
Nuclear Launcher
Crossbow - As you look for
Sniper Gun
Fist - As you look for
Power Fist
Pivot Targets
Sniper Gun - 4x Crit modifier, Insane damage potential, Spawned Projectiles are powerful with Bandana, Ricochet, Giant Belt. Just stack tons of Range.
Nuclear Launcher - Insane Explosion Size. Can blow up the entire screen at the same time, works well with Bandana and Ricochet. Also a choice for Elemental Builds
Obliterator - Comes with great Range and Piercing. It has amazing Ranged Damage Scaling. You Just have to provide ample attack speed.
Knife - 4x Crit modifier, very easy transition from Thief Dagger into Knife. Great DPS potential.
Potato Thrower - Strongest Weapon in the game.
Plasma Sledgehammer - 200% Melee and Elemental scaling, Powerful Explosions. Doesn't have the Range and Size of the Nuclear Launcher, but its Scaling means it will deal higher amounts of damage per hit. Also a choice for Elemental Builds
Thunder Sword - 150% Melee and Elemental Scaling. Has better attack speed and crit than Plasmahammer.
Power Fist - A faster version of the Plasma Sledgehammer. Also a good option.
Starter Weapons that Work in Endgame
Spiky Shield - Spiky Shield allows you to stack Armor for both Defense and Offense. And with
Anvil giving 2 Armor per turn, it can become quite potent.
Spear - Just a generally powerful melee weapon with good range.
Laser Gun - Great Ranged Damage Scaling. Can be Scaled forever with Attack Speed
Double Barrel Shotgun - Great scaling and damage output. Also great Area clear. Downside is that it misses a lot at longer range.
Wrench - The Weapon for a Standard Engineering Build.
Screwdriver -
Landmines have a large Explosion Size and can be scaled well with Improved Tools.
Slingshot - The Bouncing Option for Ranged Damage.
Shuriken - The Bouncing Option for Melee Damage.
Lightning Shiv - The Bouncing Option for Elemental Damage.
Chopper - The Potato Thrower at Home. Slower, and melee. But if you want to do a melee HP build, it is decent.
Stats
While what Stats you need depends on your Character and Build, there are still a lot of general guidelines that applies to most builds and characters.
Defensive Stats
Max HP - Your Primary way of surviving. Depend on
Extra Stomach,
Grind's Magical Leaf, and
Padding to get your Max HP high.
Armor - Your way of Scaling your survivability. There is no limit or diminishing returns on armor, so high stacking it along with your Max HP.
Anvil is your best friend for armor.
Dodge - Max it out at 60%. Once you have
Retromation's Hoodie you can stack more dodge to get attack speed.
Speed - Get this as high as you're comfortable with. Getting a lot of speed allows you to outrun enemies, but chances are you can't control it, and just end up running into more enemies.
Offensive Stats
Damage - Damage is perhaps the most important stat, or it is the stat that is important for most builds. Weapons,
Alien Eyes,
Cyberball, or
Scared Sausage all scale with Damage. The exception is Engineering. You can gain a lot of damage through
Power Generator,
Bloody Hand, and
Vigilante Ring. You want as much as you can get in most cases.
Attack Speed - Attack Speed is very important for most builds. With
Improved Tools it also applies to Engineering builds.
Retromation's Hoodie gives a great boost and allows you to stack Dodge to gain a lot of Attack speed. Weapons with a fast base attack speed reach a point where they begin to have diminishing returns on how much attack speed affects them, which should be taken into account. But otherwise you want a lot of attack speed.
Crit Chance - You should max out your crit chance when you can, so you can gain extra materials with
Hunting Trophy.
Range - For ranged Weapons, it is a good idea to gain a good amount of range, since there is no downside. +200 to +700. Doesn't matter too much. On melee weapons it is interesting. Longer range allows your melee weapons to act like ranged weapons or like a spear. However it comes at the cost of a slower attack speed. Find out what you're comfetable with
Damage Scaling Stats
You use these to scale your damage output into the late game.
Not much more to say.
Healing
HP Regeneration - Due to
Grind's Magical Leaf, you can end up gaining a lot of HP Regeneration, and when combined with
Regeneration Potion, it can provide a good amount of reliable healing.
Life Steal - You'll likely get a good amount of Life Steal Passively over the duration of a long game. But life steal has a cap of up to 10 HP per second. You also don't need that much life steal before you run into diminishing returns, so getting more than 30-40% is mostly just for
Bloody Hand.
Economy
Luck - Luck is important for snowballing on the early levels. But on the later levels, you're maxed out on your Chances for higher tier upgrades and items anyway. Also Consumables stop dropping from most enemies. So here the purpose of luck is to guarantee that Elites and Bosses drop Loot Crates. Every time a loot box drops, the chance for the next one decreases. You need 100 Luck for each dropped Crate to guarantee that the next will drop from an Elite/Boss. (Normal enemies have much lower chances of Crate drops, especially as you get into the deeper levels of endless mode. So a rule of thumb is that the max Luck you want is about 100 luck per 10 waves. (More early is great) But for deeper in endless mode you want to have 300 luck for wave 30-39, 400 for wave 40-49 and so on.
Harvesting - You should try to be greedy and get a lot of Harvesting before wave 20. After wave 20, it isn't worth it to invest in harvesting.
General
Healing
Healing is in a weird place in Endless Mode. As enemies become faster and more deadly, you reach a point where you mostly rely on instantly killing enemies. And then when you stop being able to kill enemies, you've reached a point where healing often isn't able to keep up with the amount of damage you're taking.
Generally, I'm not worried about my healing, and tend to mostly ignore it once i've made it past the first 20 levels. With the Max HP from Extra Stomach,
Grind's Magical Leaf, and
Padding, you will often mostly rely on Max HP to survive.
In addition to the stats, you can get extra healing through items:
- Having 5
Tentacle is great since most builds reach 100% crit anyway. So this means 1 HP healed for each enemy killed. So tentacles are an easy pickup for most builds.
Consumables - You can stack a lot of consumable healing with
Lemonade and
Weird Food over the duration of a game. But the droprate of consumables plummet. So you must rely on
Garden's +
Improved Tools with tons of Attack speed.
Economy
In order to go far in Endless Mode, you want to get as many items that will boost your economy. Not only will the items already have made you super strong at wave 20, they will continue to pay off on waves in endless mode too!
If you want to go far in Endless Mode, you should play as Greedy as Possible without dying, and without falling behind. If you fall behind on damage, such that you are no longer killing all or most of the enemies, you're missing out on the drops from those enemies.
Look for the Following Items/Stats:
Tractor - And Harvesting in general
Lucky Charm - And Luck in general
Scar - And XP Gain in general
And all the Eco items:
Coupon - Makes the shop cheaper. Really good.
Recycling Machine - Gives more money from Recycling. Super important for your late game economy.
Bag - Tons of Materials over the duration of a game.
Piggy Bank - Can give a lot of extra materials if you can afford to save up, and if you get it early.
Metal Detector - Extra luck and Double Materials.
Tree - Trees give extra materials and has a great chance to drop a Loot Crate
Dangerous Bunny - Dangerous Bunny allows you to bypass the insane rerolling cost you'll see on later waves.
Hunting Trophy - Great both early, but also a key item for your late game economy.
Crown - Can give great amounts of harvesting if you get it early.
Gentle Alien - More Enemies, More Money
Mouse - More Enemies, More Money
Item Pool
In endless you'll end up getting a lot of items in both the shop and through crates. But a lot of items doesn't do much for your build. Being able to manipulate your build is important.
There are three ways you can manipulate the item pool to your favor.
Unique and Limited Items
Once you have aquired the maximum amount of a limited or unique item, the item can no longer show up in crates and the Shop. So it is often worth it to pick up Unique and sometimes Limited items that are useless for your build just to improve the Item Pool.
Locking Items in Shop
On higher waves of Endless Modes, the shop prices become so high that it is no longer worth it to use the Shop. But you'll still be getting crates from Elite kills. At this point you can choose which Items you lock in the shop. Locked Items in the Shop won't show up in crates. So if you're looking for mainly Tier 3 items, then lock four Tier 3 items to increase your chances.
Resetting Progress
The most powerful method, and controversial, is to backup your save file and create a new save file. Then you can choose exactly which items you want to unlock and keep all other items locked, massively improving your pool.
Not everyone likes this method and the sheer amount of power it brings to the table means that runs done using it should be put in their own category and not compared to runs done without it.
High Endless Mode
High Endless Mode is for when you're abusing every advantage you can to go infinite. In this section we will discuss how to get to wave 1000+
Note that some people have already gone 1000+ waves, and it takes an insane amount of time to play through 1000 Waves. To combat this you can turn off "Pause on Unfocus" in the Game Settings, so you can be doing other stuff while the Wave continues on.
The Method
There is currently one strategy that far outshines all others in Brotato. That is Max HP scaling.
The plan is to use Potato Thrower as your Weapons along with
Alien Eyes which shoots 6 eyes per item you have every 3 seconds. Both of these scale with your Max HP.
Then you stack as many Padding as possible to increase your Max HP.
And when the Shop becomes too expensive to use, you simply just begin to save up as many materials as possible.
In order to get tons of materials, you buy as many Hunting Trophy
Setup
To prepare for this run, you'll need to first reset the game. Unlock the Following items.
Anvil - Core Item. Upgrades your Potato Throwers. Gives you tons of armor.
Potato Thrower - Your Weapon of Choice.
Hunting Trophy - Your Material gain engine.
Padding - Turns your Materials into HP.
Improved Tools - If playing Farmer.
Giant Belt - Free Extra damage. Not super important in High Endless Mode.
Tentacle - Optional - Provides powerful healing for the Thief Dagger Build.
Snail - Optional - Provides a Slow that actually still makes a small difference even in High Endless Mode.
Characters
The Two most Common characters for High Endless is Loud and
Farmer
Loud
The Loud build is the Default Standard Build. You can use any character for this build, but Loud's great economy through extra enemies makes Loud the strongest choice.
- Choose
Loud
- Start with
Thief Dagger
- Get a good start, where you get a good amount of weapons from the first two shops.
- Pick up Harvesting items, economy items, more enemies, Luck, Hunting Trophy, etc. Look for
Crown.
- Pivot to
Potato Thrower somewhere around wave 25-40. Hope you have
Anvil.
- Shop for at long as you can, then lock the shop. Continue to gain items from Crates and keep the important items.
- Survive for as long as you can.
Farmer
The Farmer build has a different start, but the same end goal. You'll abuse the Farmer's insane harvesting gains to snowball early, and then the ability to gain harvesting from Consumables to have thousands of Harvesting even on the later waves.
- Choose
Farmer
- Start with
Pruner
- Get a good start, where you get a good amount of weapons from the first two shops.
- Pick up Harvesting items, economy items, more enemies, Luck, Hunting Trophy, etc. Look for
Crown.
- Pick up all the
Garden you see and
Improved Tools. Then stack your attack speed. This will give you tons of Harvesting. There is a max of 50 Structures on the battlefield, so never pick up
turret or
Landmines
- Farmer gains a lot of Experience over the duration of the game, so pick up some extra Experience items.
- Pivot to
Potato Thrower somewhere around wave 25-40. Hope you have
Anvil.
- Shop for at long as you can, then lock the shop. Continue to gain items from Crates and keep the important items.
- Survive for as long as you can.
Sometimes, you don't fully heal when you gain HP from padding at the end of a wave, and this can prevent you from gaining harvesting with consumables. To combat this, you can stack consumable healing with Lemonade and
Weird Food.
Bloody Hand
Now you have to choose if you're going Bloody Hand. Bloody Hand provides a large amount of Damage when combined with
Grind's Magical Leaf.
But picking up Bloody Hand Ruins your Tardigrade Items. Now even with Bloody Hand, you should still Stack Tardigrades, since Bosses spawn and die within the first 10 seconds of the wave for the most part, so even with Bloody hand, you can get enough Tardigrades to protect you from the Boss Rush.
But skipping Bloody Hand, will allow you to be protected all throughout the wave. Which can be useful for wave 600+ when projectiles begin to be able to kill you even if you got more than a million Max HP.
Since Iframes are destroyed by the Endless Factor, you cannot survive collision damage for very long even with a good amount of Tardigrade.
Target Items
These items are the ones you're trying to get as many as possible of.
Grind's Magical Leaf - Gives 3 HP per Wave. Gives 2% Dmg with
Bloody Hand. Doesn't do much without Bloody Hand. Might give more MP from the materials you could save by not buying it.
Vigilante Ring - Gives 3% Damage Wave. Super important to keep up in damage.
Padding - Gives you more HP. Keeps you Scaling
Dangerous Bunny - Very Important early on to abuse the shop. Becomes useless
Hunting Trophy - Fuels your Paddings with Materials
Alien Eyes - Another HP based Damage Source.
Silver Bullet - Adds Multiplicative Damage against Elites and Bosses. Important to keep up in damage against Elites.
Tardigrade - Protects you from taking damage from the first X hits.
Garden - If you're Playing Farmer
There are also a ton of limited and Unique items that you want to find. You can see those in the List of Items
Item Pool
In order to go the furthest, we must fully optimise the Item Pool.
One Thing we notice is that most of our most important target items are Tier 3. So once the Shop becomes too expensive to use, we lock four differnt Tier III items in the shop that we don't want, to clear out the item pool.
You'll also want to buy the Unique and Limited Items to improve the Item Pool. Since no Tier 1 Items really matter, it isn't important to buy limited Tier 1 items. But for the other tiers you should be buying every single Unique and Limited Item you come across.
Now there are a few Exceptions.
You should never buy Candle and
White Flag since it will reduce the amount of materials you gain during a wave. The number of enemies isn't an issue, since you clear the whole screen anyway.
Which Uniques to Get
If you're going for a Bloody Hand Build, you should buy
Esty's Couch and
Torture to clear the pool out, so you get more
Grind's Magical Leaf.
If you are going for a Tardigrade Build, you can pick up
Sad Tomato and
Handcuffs since your HP doesn't matter anymore. Note that Sad Tomato prevents you from gaining harvesting for picking up Consumables, if you're playing Farmer, so Avoid it. Handcuffs doesn't affect your damage scaling with Potato Thrower and Alien Eyes.
Capping your HP doesn't prevent Alien Eyes and
Potato Thrower from scaling, so if you lock your HP at something really low, it won't matter unless you run out of Tardigrades.
Now with Tardigrades, Grind's Magical Leaf doesn't matter that much either, so clearing up your Tier 4 Pool doesn't matter that much. But the Two Tier 3 items are important to remove.
If you are going for the Bloody Hand Build, you should stay away from Sad Tomato.
Handcuffs are interesting. Your Max HP has a default cap of 999999 HP. But you can increase this cap by buying Handcuffs and set it to a new maximum. This means that if you get to the point where enemies can one shot you at 999999 HP, you should pick up Handcuffs and increase your Max HP to a new limit. This will allow you to go further in the game.
Remarks
With this setup you should be able to go the distance. Note that it might take some tries to get a good run. And if you at wave 15-30 see that your run isn't that great, consider restarting and try to a better one.
Once you get past the pivot to Potato Throwers, the game becomes just a waiting game and Unboxing game. A test of Patience.
But there is both skill and dicision making required to get a strong early game and snowball going. Once you have tried going Infinite with HP Scaling, I challenge you to see how far you can go with other builds.
The Item List
Here are some tables of items that you should key an eye out for. Some are really powerful for Endless Mode, others should be Avoided.
Stat Scaling Items
Stat Scaling items can give insane amounts of stats for a single item.
Item | Effect | Notes |
---|---|---|
+12 % Life Steal +2 % Damage for every 1 % Life Steal you have You take 1 damage per second (does not give invulnerability time) |
Bloody Hand is a super powerful item. It allows you to turn Life Steal from ![]() But note that the self damage prevents you from using | |
+2 Luck for every 1 % Crit Chance you have -2 Armor |
For late game, you want to max out your crit chance at 100% for damage output and for effects like ![]() ![]() So Lucky Coin is an easy +200 Luck. And can be used to convert excess crit chance into more luck. | |
+1% Damage for every permanent 1% Speed you have. -5% Damage |
Power Generator is a cheap way to gain 100-200% Damage. | |
+2% Attack Speed for every 1% Dodge you have. -80 Range |
Not only does Retromation's Hoodie give you +120% attack speed when you max out your dodge, but it also allows you to convert extra dodge into attack speed at a good rate. | |
+1 Engineering for every 1 Elemental Damage you have. -1 Melee Damage -1 Ranged Damage |
Not a lot of builds will be using this item, but its useful for those that do. Otherwise you can pick it up just to remove it from the Item Pool.
| |
+10 % Attack Speed Reduces the attack cooldown of your structures by 0% (50% ![]() |
Improved Tools is a Run-defining item for builds that rely on Engineering and is busted with ![]() ![]() ![]() |
Stats Per Wave
These items grant stats each wave. These are bread and butter for scaling your stats.
Item | Effect | Notes |
---|---|---|
A random weapon is upgraded when entering a shop. If you have no weapon to upgrade, you gain +2 Armor instead. | Anvil is one of the most important items for endless. It grants you +2 Armor each wave. And it upgrades your weapons should you want to pivot into new weapons late in the game. | |
+1 Max HP when picking up a consumable while at maximum health (max +10 per wave) | Extra Stomach gives can +10 Max HP each wave. Super important for surviving if you're not abusing ![]() | |
+3 Max HP at the end of a wave (stacking) +1 HP Regeneration at the end of a wave (stacking) +1% Life Steal at the end of a wave (stacking) |
Grind's Magical Leaf provides a lot of useful stats. Max HP is always welcome, HP Regeneration doesn't have a upper limit, so more is better. And the Life Steal gives +2% Damage with ![]() | |
+3% Damage at the end of a wave (stacking) | Vigilante Ring grants +3% damage per wave and unlike other stats per wave items, it is a tier 3 item. So you can pick them up early and in number if you're lucky. |
Good Uniques and Limited Items
These items have generally powerful effects, and also removes items from the item pool.
Item | Effect | Notes |
---|---|---|
+5 % Dodge 50% chance to heal 5 HP when dodging an attack |
Adrenaline provides a neat +5 Healing 50% of the time when you dodge. A neat pickup. | |
+15 materials when you pick up a crate -1% Speed |
Bag is a cheap item that will pay itself back many times over the duration of the game. Always pickup for endless. | |
-5% Price | Coupons are just great. Always buy. | |
Critical hits deal 10% of an enemy’s current health as bonus damage (1% for bosses and elites) | Giant Belt is powerful, especially with faster weapons. The belt gets nerfed by the endless factor on higher waves. But until then it is super powerful | |
+5% Damage +5% Enemies +2 Max HP |
Gentle Alien grants more enemies, which means more Materials. Generally, it tends to be Bosses and Elites that ends up being a problem. | |
+5% chance to double the value of picked up materials +6 Luck +2 Engineering -5% Damage |
You're unlikely to max this out. But the item does pay itself back over time. | |
+5% Life Steal +10% Enemies -5 Harvesting |
Mouse increases the amount of enemies, which means more materials. | |
HP Regeneration is doubled while you have less than 50% health +3 HP Regeneration |
Just a Free upgrade to your HP Regeneration, which is powerful if you're not doing ![]() | |
Gain +35% more materials from recycling items | Essential item for all runs. Gives tons of Materials over the duration of a run. | |
+100% chance to instantly attract a material when its dropped | Just a quality of Life pickup. You can also pick up ![]() | |
-5 Enemy Speed -3% Speed |
Snail slows down enemies. An auto pickup during the midgame. | |
+3 % Crit Chance +20% chance to heal 1 HP when killing an enemy with a critical hit |
Tentacle is insanely powerful. With 100% crit chance, 5 Tentacles will give 1 HP healed for each enemy slain. This outpaces 100% Life steal and can be your main form of healing. | |
Hitting an enemy removes +10% of their speed Max: 30% -3% Speed |
Ugly Tooth slows down enemies. Great tier 1 item that has an impact at any wave. |
Always Relevant
These are items with no limits that have effects that remain relevant even in Endless Waves.
Item | Effect | Notes |
---|---|---|
Shoots +6 alien eyes around you every 3 seconds dealing (50%![]() |
Each Stack of Alien Eyes increases the amount of eyes fired by +6. So if you're gaining a good amount of HP, and it becomes a super important item if you're doing a ![]() | |
+1 free reroll in the shop | Dangerous Bunny provides free rerolls and it stacks. Super powerful effect until the point where items are so expensive that you can't afford to buy anything. | |
+40 Harvesting You take 1 damage per second (does not give invulnerability time) |
Garden helps you stack ![]() ![]() ![]() ![]() | |
+33% chance to get 1 material when killing an enemy with a critical hit | Hunting Trophy quickly the main way of earning money, as you have 100% crit chance, and enemies drop less materials due to the Endless Factor. | |
+3 Max HP +1 Max HP for every 100 Materials you have. -5% Speed |
At a certain point, items become so expensive that it is better just to save it up and become super tanky with multiple Paddings. | |
+25% Explosion Size | Unless you're ![]() | |
+25% damage against bosses and elites | Silver Bullet increases your Damage against elites and bosses. This is multiplicative with your damage output. So Silver Bullets are super important for being able to clear elites on higher waves. | |
Nullifies the damage of +1 hit taken every wave | If you're not using ![]() |
Run Killers
These are a list of items that can mess with your runs. Some are just minor inconveniences, while others can get you killed. There are cases and builds where you want these, so it is important to understand the context of when to get an item.
Item | Effect | Notes |
---|---|---|
+15 Max HP +8 Enemy Speed |
Alien Baby makes enemies permanently faster. The +15 Max HP just isn't worth it. | |
+40 Harvesting You take 1 damage per second (does not give invulnerability time) |
Blood Donation and ![]() ![]() | |
+3 Max HP Start the next wave with 1 HP |
Weird Ghost is mostly something you need to be aware of when taking items from crates. Picking one up by mistake could easily be an early death. | |
+8 HP Regeneration Start waves with -50% HP |
In Endless Mode, the HP Regeneration granted by Sad Tomato is quite Sad, and not worth losing half of your HP. If you're doing a glass cannon build with ![]() ![]() ![]() | |
+4 Elemental Damage +1 HP Regeneration -10% Enemies -5% Damage |
Candle Reduces the amount of enemies, which reduces the amount of income you get by killing enemies. However you can take it to clear up your item pool. Same logic with ![]() | |
Your projectiles gain +1 bounce -25% Damage |
Ricochet grants Bouncing. Bouncing attacks lose 50% damage on every bounce unless you're using a weapon with default bounces like ![]() ![]() And it will reduce the damage of all the following piercing attacks. With Piercing you can use | |
+15 Max HP Restore +4 HP per second. Cannot heal any other way. |
Torture turns off your healing, and provides 4 per second. This is powerful the pre Endless Waves, but once you get in later Endless waves, you can heal a lot more than 4 per second. Once you get to Wave 100+, any form of Healing won't matter anyway and you can take Torture to clear up your pool. | |
+20% Damage +1 Armor -2% Damage until the end of the wave when you take damage |
You want to avoid this item if you have ![]() ![]() | |
+25% chance to deal (25%![]() |
Secondary damage items like Cyberball, ![]() ![]() ![]() ![]() | |
+8 Melee Damage +8 Ranged Damage +8 Elemental Damage Your max HP is capped at its current value |
Handscuffs locks your Max HP, and can easily get you killed. However, they are unique, so if you're doing a ![]() | |
+2 HP Regeneration for every permanent -1% Speed you have. +5 Max HP -15% Speed |
You're not going for a Standstill build. So this is just going to lose you a bunch of HP Regeneration. But you can also pick it up to clear the pool for more ![]() | |
A landmine spawns every 12 seconds dealing 10 + (100%![]() |
There is a limit of 50 Structures on the map at once. So for really long Endless Runs you might need to consider which structure you pick up. But in many cases you won't hit this limit. |