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Endless Frontier Elf Team Pets: How to Get Tinkey, Icy, and Hippong for Extra Benefits



Endless Frontier's depth isn't endless, but it's certainly a few leagues past what you'd expect out of a mobile idle game. And it's easy to get lost in it.New players have an absolute slew of questions about how to best progress, what they're even supposed to do, and which units they should be adding to their teams. I try to answer some of these questions in my team building and unit priorities guide, but there's still a lot more ground to cover than what's found there.


With units like Valkyrie and Steam Punk, it's not hard to see why humans are at the top of the meta right now. Like Valkyrie, Steam Punk is competent as both a core and support thanks to his AoE stun attacks. As you can see below, his normal attack also has a chance to stun.




Endless Frontier Elf Team



What's different here is that Steam Punk seems to be geared toward either pure human or human-elf teams. He grants movement speed, attack speed, and attack range to both races passively, and he has some unit skills that benefit all ranged units (though most benefit only humans).


The biggest reason you see Priests in almost every high ranking team isn't because of its unit skill kit or is it her healing capabilities. It's because she has a chance to cast God's Blessing and speed the game up by 5x every 10 floors for 2 minutes (based on accumulation). That is a massive speed increase that will make your runs go faster, which in turn makes you accumulate medals faster.


There really is no downside to the Sword Dancer, but she misses out on ranged unit-only skills that are such a prime component of multi-race teams. She is the only suitable melee core at the time of writing. Overall a fantastic elf core and support.


She doesn't have the CC versatility the Druid does, but the two aren't really competing considering they are different damage types. Furthermore, Sylphid is good for elf-human teams as she grants bonus movement speed and attack speed to both races and has some unit skills that affect ranged units as opposed to only elves.


Make no mistake, Alchemist is the best elf support unit. The others may have their benefits (such as several unit skills benefiting all ranged units), but there is still no denying the usefulness of the Alchemist as an elf team support -- and it's not a bad core, either.


Ice Spirit's unit skills are geared almost entirely toward support, but that does not mean you can't use it as a core. Its base stats are lower than the Ice Wizard, another orc magical attacker, but its overall strength and benefits to the team as a whole are much higher.


Lich's paralyze is pretty great, but its gift of a 5% increase to critical damage and critical strike rate wraps it all up. No team can ever complain about a higher crit rate. He also grants an attack range increase at a relatively low gold level, which is a welcome addition to any team.


If not for the darkness form, Dark Admiral would be squarely relegated to a support spot as his unit skills are quite nice. But the darkness form puts him at the forefront as a competent physical core for an undead team.


Succubus has two forms of CC, one far better than the other. The first is attached to her general attack and is a small knockback, while the second is a charm that renders enemy male units useless. It's great provided the enemy isn't running all females. She is not very useful against Valkyrie + Priest teams.


As Succubus is a flying unit, she's not great for running as a team's core. Part of the job of a core is to act as a wall between the enemy and your crystal, and she just can't do that. She does have some self-centered unit skills, with one all the way at level 1200, which increases her attack range, effectively making it easier for her to cast her charm without dying.


Succubus is suitable for most race teams as the majority of her unit skills affect ranged units, as opposed to simply undead. When used in non-undead teams, just think of her undead-centric unit skills as buffs to make her more useful.


The skill is unlocked in the Premium Shop for gems. Each level costs 700 Gems and increases the chance to activate the skill as well as decreasing the number of elf units required in the team to activate the skill:


Note: With Elf Skill Maximised, 12 6* Fairies in the Time Shop and 8 Senior Fairies in the team it is possible to guarantee the Elf Skill will activate on every stage, halving the number of stages that need to be cleared per Revive.


Each Hippogriff in the main team increases the chance of activating the skill. A 5* Hippogriff adds 2% while a 6* Hippogriff adds 5%. This is limited to 30% from Hippogriff units in the main team. Additionally any Hippogriff in the team can activate Legend of Ancient Forest which causes 2 stages to be skipped instead of just 1. This increase by 2% per 5* Hippogriff and 5% per 6* Hippogriff. It is limited to 50%.


Endless Frontier Saga 2 is a game for those who like to play endless. A game with no ending. Whether you sleep, eat, look at your phone or not, whether your phone is off or on - the game plays. Efficiency varies of course, but somehow your heroes or heroes accomplish something - feats or loot. Endless Frontier Saga 2 is one of these games. The main objective is to gather an army of heroes, warriors and pay off the Tartars. That is, if briefly. But if it's long, I'll tell you everything. The game only at first glance seems simple, but it has a million nuances and interesting secrets. I'll tell you all the secrets and mysteries and give you all the tips. This guide is for those players who already have an idea of how to work the quests, how to improve the warriors for gold, how to resurrect and earn medals.


Inner Passion (IP): These are special levels given to you for special warriors in your collection, up to a maximum of 100 levels for all warriors. These warriors are Stim Punk, Sylphid, Medusa and Naga. You gain this level even if these warriors are not on your team.


Tribe Fortification: Works the same way as Inner Passion. Only warriors of the same tribe get the Tribe Force Buff, and only when the units are in your main team. Maximum of 150 levels can be reached with this stat.


For the most correct team you should use units belonging to the same tribe, preferably elves or humans. Warrior-sappers give the most boost to their tribe, so it is advantageous to use this approach to team building. I will talk about the basic team setup, using readily available units for new players of all four tribes.


If you do any of these things, stop immediately! You're wasting precious gems that could be spent making your team faster and stronger. That doesn't mean all hope is lost. You can still make a great team that moves fast and enjoys the game. Developers very often give away superiority tickets for various events, so don't worry about it so much, but you don't want to spend them mindlessly either.


The core allows you to advance farther and farther after each of your revivals, and the sappors speed things up. Priests (the only exception) make your hikes much faster no matter which tribe you use, and should be part of your team in any case.


Your core is two fighters (yes, yes, just 2 heroes!), your damage, your bread and butter, the core of your team. You spend most of your medals on the core. By strengthening just the core, you can advance much further than if you divided your medals among all the warriors.


The only exception is the priests. They are the most important early game unit, and you need to find 5 of them as soon as possible to strengthen your team. They can be found in chests for honor coins, for medals and gems in the warrior store, and from the 5-star vouchers sent out by the developers during events. If you see a priest for gems in the warrior store and you have less than 4 priests on your team, I recommend buying one. Especially if you don't have any at all.


Priests don't just hit, they give you the only The best speed bump in the game. God's blessing has a 2% - chance (5% - chance when evolving) to give you a x5 game acceleration of 2 minutes for every 10 floors you pass. This chance also adds up from the other priests on your team, so with 5 higher priests on your team you will have a 25% chance to get 5 times the speed on every 10th floor.


The priest skill is fine, and five priests in your team is optimal to maintain a 5x speed in 100% cases. Note that if the buff is activated again during its duration, it does not add up in time, just the timer starts again from 2 minutes.


Make evolution your priests after the core and add them to your team immediately if you have less than 5, since the chance of acceleration is pretty important. Do not make superiority (T1, T2, T3) to your priests!


It is recommended that you build your team based on a certain checklist to make sure you have all of your bases covered. You may want an equal variety of different units to get the most efficient flow in gameplay.


It is advised that you get 3-4 healers in your team. You can start with 2-3 healers depending on how your team has been progressing. You can substitute damage units for healers once your attack units are strong enough.


1) you need 100% skip rate, which means either have one fairy in team at all times and swap one more in when you sell one core to make your 1cp, or you must swap two units for fairies when switching to 1cp to reach that 100%. this assumes you have enough hippos in team to cap hg fairy skill cap, time shop capped at 30% (excluding the surplus needed for your team), and elf skill maxed.


This is the general term for what you change your team to after you get Wakong and Seahorse. It's currently the agreed upon "best" meta as no testing has revealed better yet. The basic team is basically:


Note: There really isn't anything that's 100% agreed on for "Orc Meta" beyond Naga/Wyvern and that team is meant to be tweaked to suit whatever you need. There's also nothing that really says "Orc Meta" is the best beyond testing done by KR and presumably players across the servers which arrives that it's fastest with what we currently have. 2ff7e9595c


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