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The first time I won endurance was when I was level 23. One admission is once I get all 3 areas set and running right (around wave 300) I use a bent paper clip to hold down the "n" button (send Next wave) and burn right through to the last wave (1337). Once you get 1 endurance past wave 1337 with the endurance multiplier and all the add on's (build 10+ towers, build 10+ shrines.) you can earn 6 to 10 levels (and the pile of skill points that go with it) and defeat your next map on endurance.
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The problem is to get everything working, you generally need to be about level 50 to have enough skill points for all the bonuses, but once you can get 20/20 on mana, crit, chain, and slow, you should be able to start pwning endurance. Why traps for the farm and wall? They give much higher special bonus. I have had wave 1000+ groups summoned with a lvl20 gem hit the wall and burn up before getting past the first trap. This is a stiff wall that holds any leakers while it burns them down and also gives the killtowers more time to pound on them. The Hadron wall: a line of traps with amps on the sides at the end (but within range of kill towers) with yellow(x) lime(x-1) blue(x-1) or yellow(x) lime(x-1) cyan(x-1) (shock) gems. Place this far enough away from the mana farm that upgraded levels won't fire into your farm. They do high damage (with the multiplier) to several monsters at once (with chain). the gems are yellow x with lime (x-1) (ex yellow 3 with a lime 2). The Killzone: a line of towers with amps on both sides. It will not do much damage later on, but that's not it's main function (to gather mana). This chain hits mana gain while holding them there for a while. mix a lime 2 with blue 2, making a l3, mix with an orange3 to make a OLB4. Mana farm: a line of amped traps with orange - lime - blue, ususally level x orange, level (x-1) lime and (x-1) blue, mix the lime blue then mix into the orange. When I play all armored endurance, I get 3 areas set up: I did this for the first time on H11, and ended up with a total multiplier of 7583. For example, it takes about 4-6 grade 19s in a shrine to kill off a monster with 3 billion HP, so save yourself the trouble. Get your amulets done early on in the battle.Remember: Don't summon after round 160 or so.
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Put a blue/purple trap before your YOL trap until you're comfortable that your YOL can kill anything (grade 20-21 or so).The nice thing about this is that the max natural creep HP stays at 3.33 billion for the rest of the game. Do not summon after 160 or so, since the natural HP of the creeps quickly starts to climb to 3.33 billion. You make a huge profit by doing this, since the giants are worth so much per kill. For me, it was 1 gem grade per 10 waves, so 1-10 is a grade 1 gem, 11-20 is grade 2, etc. The second key is to use Giants Only and summon as many as you can handle each wave while you're still setting up. You'll have to 8x-Amp a single tower for a while before you have a high enough gem, but once your YOL gem is about grade 12 or 13 you can put it in front of the entrance and instantly fill your mana bar with dead monsters. The first key is to get a gem that is Yellow-Orange-Lime. I'll re-paste the mini-guide I posted on JIG here: It's not that hard once you have it set up right. I was one of the first people to beat endurance mode (level 1337) on Armor Games' leaderboards.
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