For those of you who want to play Endless Mode with Enchantress
The aim for Endless Mode runs with the Enchantress is to combine your resources. We do this by getting Treants in the first monster-room and an Ice Elemental and Ancestral Elemental in the second room. If the spell-room happens to be before the Treantswe choose the Enchanted Seeds spell to make our Treants spread as much Poison as possible. Otherwise we choose the Magical Brambles spell to lower resistances of invading heroes. Getting the artifacts Miraculous Pill, Liquid Nitrogen Capsule, Catapult Seat and Rallying Banner will greatly increase our damage output.
Before entering Endless Mode we set up the following Talents, Monsters, Traps and Monster types:
For talents we got alot of good ones on the right side of the screen. If you can get to the top one, which increases all damage done to heroes affected by Poison by 20%, you get all the other useful talents along the way. On the left side we’re at least looking into increasing our damage dealt by Magical Brambles.
Monsters & Traps
Here we select 3 Treants and 1 Earth-, Ice– and Ancestral Elemental. For traps we’re going with only 1 Icy Breeze.
Optionally you can swap out the Earth Elemental for something cheaper with high Nature Resistance. This way you can start with another trap like a Polar Portal.
Here we select Skeletons and Dragons. Mostly because in the Demons‘ section there are fewer options with monsters that apply Frostbite. This is a rather personal preference again.
First of all we’re putting our 2 Treants we got from our Talents in our Garrison. This way we always have some fresh ones ready to go.
The First Adventurers
- Just place all 3 Treants in the first monster-room.
- Place your Icy Breeze trap as close as you can in front of the second monster-room.
- I placed my Elementals according to the incoming damage. In this case the monster in front was getting Air and Physical damage, so the Ancestral Elemental was the best choice there.
Editor's note: This is also when I noticed I lucked out and got the Liquid Nitrogen Capsule artifact, so our Ice Elemental should always do maximum damage.
- We skip the second trap-room. (because we have no more traps of course)
- Your Treants will probably get smashed, so try to get some stacks of Poison on the heroes where you can. Remember that heroes with Poison applied take 20% extra damage(!)
- For the spell I choose to cast Magical Brambles, so we can lower the (Ice) Resistance even further.
- For the second monster group, the Ancestral Elemental should act first and should start applying Frostbite stacks. After this, the Ice Elemental should easily kill anything it hits with it’s Frozen Thorns attack.
- After killing all the heroes I choose to recruit the Basilisk. This is because his 3rd ability (not shown here) will consume any stacks of Poison on heroes for massive damage and it might be useful for the coming first weeks.
Example Next Weeks
After clearing a run you can swap out any Treants with low Motivation with ones with full Motivation. This way you should always have 3 Treants available in the first monster-room.
I choose the Trainer on the 2nd week to level up my Ice Elemental as soon as possible since with his new ability this is where the magic starts to happen. With the left-over Gold I also leveled up 2 Treants so they do a little bit more damage.
On the the 3rd week I choose Plunder and got 248 Gold without any risks.
On the 4th week I chose an Event and got the Thigh supplier, which nets me another 323 Gold. If you get this Event just be sure to keep 200 Gold in your pocket when you select your next Event. This is because you will get the Food Poisoning Event, and if you don’t have the Gold for it the specific monsters will be unavailable for 5 weeks. In this specific case I choose to ignore it, as I don’t really need these monsters for the coming 5 weeks and rather keep 200 Gold.
I also wanted to show that for the second Adventurers run on the 5th week you can already see the Ice Elemental absolutely laying waste to the invading heroes. This will only get easier when we get the rest of our desired artifacts.
The Schedule, Monsters, Traps and Artifacts
For the following weeks be sure to get your monsters to level 4 as quickly as you can. After this the Ice Elemental will be your go-to to level up with the other monsters being your runner-up option. I noticed that if you survive the first Champion at week 52, you can probably knock out a very long run.
You should try to get another trap as soon as possible as long as you’re not (yet) using the Catapult Seat artifact. The Cursed Prism or Polar Portal are good traps to look out for.
The best schedule choices for the first few (<52) weeks are:
- Business Trip — if you’re still looking for a specific artifact or need more Blood or Tears.
- Collectors — always useful for extra Gold if you can spare the Life or Blood.
- Doctor— if your Master is low on health and/or a Collectors option is coming up.
- Event — best choice if you’re uncertain if the other options are a good idea.
- Therapist — if you have some monsters with lower Motivation, this is a good (free) choice to gain 1 Motivation back, so they can keep fighting. Only really useful early on.
After this you can choose the following options based on your available resources:
- Alchemist — if you have a surplus of Blood or Tears. (you will need a lot of Blood later on)
- Black Market — if you have a lot of monsters you got as rewards from runs. Be sure to keep some monsters around to send on Business Trips.
- Siege — once you get some more traps, this can be a good source for Gold.
- Workout — if you have a surplus of Tears, be sure to upgrade your Master.
The following options I tend to avoid:
- Course — the 250 Gold you spend to upgrade a monster is not worth it if you sell the monster on the Black Market later on, and we don’t want to send of one of your Elementals.
- Engineer — you can upgrade your traps to get more Gold out of Sieges, but since we’re aiming for the Catapult Seat artifact, upgrading traps is not our priority.
- Merchant — you will get monsters as rewards from runs. No need to buy them.
- Plunder — the rewards are nice, but you might risk putting one of your Elementals out of play for a few weeks.
- Sanctuary — only useful if you get to Champions in week 300+, but the penalties are still sub par.
- Seminar — same as Sanctuary, but the bonuses are usually not worth it.
Be sure to upgrade your monsters to level 4, and then focus on your Ice Elemental. If in the meantime you can upgrade any of your other monsters (Treants or Elementals) this is good too since it will improve their survivability in the long run. For other monster be on the look out for the other ‘pure’ Elementals (You can skip the Unstable Elemental and Ice-, Fire– and Earth Impalers):
- Fire Elemental — 80% Fire Resistance, decent Life and Armor
- Wind Elemental — 80% Air Resistance, fast and can hit pretty hard.
The 80% Resistances will help in later weeks as they can tank a lot of incoming damage correlating with their resistance and can be virtually immune for 2 rounds with the Prismatic Stone artifact.
Besides the Ice Breeze you start with, try to get one or more of the following traps:
- Cursed Prism — applies Elemental Weakness (3/4/5/6), which lowers all resistance by 20%.
- Polar Portal — a good way to apply even more stacks of Frostbite(2/3) so your Ice Elemental will do even more damage
- Poison Cloud — applies Poison (2/3), which in turn increases damage by 20% because of our talents.
- Poisonous Plant — if you happen to get some lucky hits of with your Treants, this trap helps with the damage as it applies Nature Weakness (4/5/6).
Usually I opt for 4 specific artifacts (Miraculous Pill, Liquid Nitrogen Capsule, Catapult Seat and Rallying Banner), which leaves one open spot and all the other options below are good fits depending on your time in the run and available resources.
Bat Mask, “A random available monster from the Garrison comes to replace the first monster defeated (once per dungeon).” — This will most likely spawn an extra Treant, which will in turn be able to apply more stacks of Poison!
Catapult Seat, “You can no longer place traps, but monsters gain 50% Power and 50 Speed.” — This is essential for our Treants and Elementals to strike first (and hard)!
Imbued Catalyst, “Elementals’ attacks apply 1 additional effect stack.” — Reading this it sounds underwhelming, but if our Ancestral Elemental can apply more Frostbite, this will in turn increase our Ice Elementals‘ damage significantly.
Liquid Nitrogen Capsule, “Ice damage from monster attacks are dealt to the target’s Fire Resistance if it is lower than the Ice Resistance” — For all those pesky monks with high Ice Resistance.
Magic Purse, “Training price of monsters and upgrading price of traps reduced by 30%.” — Should be self-explanatory.
Miraculous Pill, “Monsters placed at the back perform an additional attack but lose 20 Speed and start fights with -50% of their maximum Life.” — Once we get this artifact our Ancestral Elemental will be able to apply 6-10 Frostbite stacks!
Prismatic Stone, “All monsters of the group gain Enhanced resistance (2) at the start of a fight if the group contains an Elemental.” — With this artifact our Elementals, which each have 80% resistance of their corresponding element already, will no longer receive any damage of that type for 2 rounds.
Rallying Banner, “Monsters in a group containing only monsters of the same type gain Haste (2) at the start of the fight.” — Since we’re only using Treants and Elementals, this is an easy pick. Also this will almost always let even your Treants go first, so if the have Enchanted Seeds applied, they will turn into eventougher Treants and also won’t lose any Motivation.
Two Birds Stone, “Attacks targeting only the hero at the front deal 30% of final damage to the hero positioned behind the target.” — Our Ice Elementals’ most lethal attack happens to hit only the front, so another easy pick.
When first choosing your 3 SpellsI tend to gravitate towards the option that has Sand Storm in it. The choice feels sub-par every time I pick it, but in actuality shuffling the heroes seems to always put then in disadvantaged positions and always seems to work out for me.
For a complete breakdown you can find all the Spells below:
|Randomly moves all heroes to another position.
|Applies Tiredness (7).
|Applies Bounty (7).
|X damage of type equivalent to the target’s lowest Resistance.
|Applies Poisoned Body (10).
|Deals X% of target’s maximum Life as Fire damage for each Penalty applied to the target.
|-X% of target’s maximum Moral per target’s missing Life percent.
|Applies 2 random Penalties (3)
|33 / 33
|Fire / Ice
|Ricochets to the hero positioned behind the target if the target’s Ice Resistance is negative.
The Closing Argument
I’ve had a lot of fun with Endless mode as the Enchantress as you do need to think a little bit more than with the Slaveholder or Engineer. My best run ended with me being greedy and having my Ancestral Elemental out of commission for a few weeks during a Plunder. The next batch of Veterans took advanced of that and killed me at week 298.
Thanks again for reading this guide and be sure to leave your Endless Mode record for the Enchantress in the comments.
Here we come to an end for Legend of Keepers Easy Endless Mode Enchantress for version v1.0.9 hope you enjoy it. If you think we forget something to include or we should make an update to the post let us know via comment, and we will fix it asap! Thanks and have a great day!
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