Guides for Insane (and Expert) Dungeons

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reckoner

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Feb 19, 2016, 7:41:09 AM2/19/16
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Leafs Guide for Insane Dungeons:


YT vid: all insane dungeons completed: https://www.youtube.com/watch?v=pJtvPE_vuXw
YT vid: all insane dungeons 3-flamed: https://www.youtube.com/watch?v=9alM56jNBwc


Stinensesko Guide for Expert and Insane Dungeons:



There is no one single formula to pass each dungeon.
Everyone has different heroes with different levels, 
different skill levels, talents, crests, artifacts, etc.

There are many ways to complete each dungeon,
and the guides above will not work for everyone. 
If you get stuck, be ready to try different heroes,
different drop spots, spells, spell timing and
placement, troops, etc.

Spell timing and placement can be extremely
important. Sometimes having the edge of Snowstorm
catching that one extra magic tower or dangerous
hero can make the difference between success and
failure.

From my experience so far, one of the biggest factors
for success appears to be LUCK. On the more difficult
dungeons, you can try the exact same thing 20 or
more times, and eventually it will work. If the magic
towers stun your heroes, or even that one key hero
like PD, you will fail. If you get lucky, PD will stack
up and your heroes will roll through the dungeon.

Obviously upgrading your heroes and hero skills,
as well as their inscriptions and crests will all help.
Evolving your heroes gives them a lot more HP and
more damage, so this can help significantly, although
many people have completed all of the insane
dungeons before hero evolution was available.
Having level 5 Snowstorm is extremely important,
and Meteor is useful for many of the dungeons as well.

Look at other youtube videos and see what works
for other people. Maybe it will give you some ideas
if you have trouble with one particular dungeon.

Good luck.


foobar74

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Feb 22, 2016, 7:00:24 PM2/22/16
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Insane 2.1


 I finally 3-flamed Insane 2.1 recently (yay Goblet of Life).  The Leafs guide provides a good way to just get past it (as in, 50+%), but as it's not for 3-flaming specifically, I want to share what I learned fighting with this dungeon in the span of about a week, in case this helps anyone else get the goblet.

 First, the below screenshot shows exactly the heros I used.  There's one other F2P guildee (hacse) who has also 3 flamed this so yes, it is possible without a mino/sm.

 For reference, when I beat it the artifacts/talents/crests used:

PD:  Blitz, 9/10, 5 revit, 3 revive.
Cupid: Eye of Garuda, 9/10, 4 revit, 3 revive
DD: Victor's Emblem, 8/10, 3 berzerk, 3 lifedrain
Ghoulem: Lightning Rock, 9/10, 3 bulwark, 3 berzerk
Warlock: Victor's Emblem, 8/10, 3 life drain, 4 wargod
Santa: Lightning Rock 9/10, 3 revit, 4 bulwark

 Now, as Reck said one of the chief determinants is really luck, so YMMV with different crests/combinations.  I've heard many top players use Trentaur to get to 750 flames, and I also had varying success plugging in DK instead in other dungeons.  What's more important are really the drop points:



 The leaf's guide suggested bottom left, probably because of the ACs (more on them later).  Personally I had much more consistent results dropping in the green circle highlighted above:

1. Cast frenzy around that green circle area
2. Overlay GA the same place right away
3. Drop heroes ASAP into the circles
4. Drop most of your copters into the circle.  Save maybe 25% as bait in case you need to distract enemies later.
5. Cast fervor
6. Tricky part: wait to see how things go.  If the mino didn't proc and the ACs didn't get you, chances are your troops have done some serious destruction and you should hit at least 40% given strong enough heroes, and have wiped a good portion of the map.
So now: cast snowstorm on the biggest swath of enemies left that contain the most magic towers + heroes.  You'll be VERY attempted to snowstorm the AC area right away.  That will you get >50% pretty consistently, but is a detriment to getting 100% as now you probably have half the map on top to deal with head-on with no more magic.
7. Drop rest of your copters at strategic places to draw fire, if it still matters

I've found I can at 50% 2.1 almost 50% of the time doing this, which I think it's a good %.  There was a few 70-80% efforts before I got the magical 100% lucky run, where every one of my heros besides PD even survived.


Other thoughts
Now, you may ask why not drop the copters first to draw some magic towers.  I've found that actually doesn't work with well because:
* the magic towers are all level 7 anyway, so by the time you drop enough copters to make a difference, you've wasted a lot of duration of the frenzy + GA
* if the mino gets to them he'll proc, then you are dead before things even get started

Ghoulem *really really* helps.  The best outcome is when you have Ghoulem and the snipers WL/DD/SB far away from enemy heros but banging away at structures.  That's how I flamed 4.10 and 2.1.   You can't control when this happens--so again, luck--though we can do our best to try to maximize chances of it happening.

And finally: persistence does pay off.  I remember my first couple days of attempts, I mostly had 0-16% runs and the idea of 3-flaming seemed ludicrous.  But as with everything, you get better with persistence, and luck can't stay on the enemies side forever.  So keep grinding and you may get that one lucky run.
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reckoner

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Feb 22, 2016, 11:41:48 PM2/22/16
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These are great tips, Foo.

Note that Foo's PD has revit5 and his CU has revit4. This is
a great combination that makes his PD stack up very quickly.
It also means he can use Frenzy right away and it will be most
effective, immediately. If your PD/CU talents don't allow them
to proc and re-proc right away, you will probably want to delay
dropping Frenzy until *after* your PD procs once.

Again, be ready to make adjustments if you're not having
success. The biggest key to getting through Insane Dungeons
is to get your PD stacking as quickly and as much as possible.

reckoner

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Mar 9, 2016, 10:43:25 PM3/9/16
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This guy doesn't cover all the insanes, but some
of the ideas he uses can be applied to many of the
dungeons. These helped me a lot when i got stuck
on some of the harder ones:


reckoner

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Aug 9, 2016, 4:40:34 AM8/9/16
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A while back i 3-flamed insane dungeons 4-10
and 2-1 on both of my smurfs. 4-10 was 
relatively easy, so i do recommend clearing
it before attempting to 3-flame 2-1.

On one of my smurfs I have Santa so it
wasn't too difficult. It took me a bit longer on
my other smurf which doesn't have the ideal
heroes. I had to use a different technique,
but once i thought of it, it was obvious that
it wouldn't take too many attempts to clear
it, and unlock the goblet artifact.

The technique i used is based on snipers
and distraction. I used PD CU WL GR Dru
and DD. PD CU Dru are obvious choices
as they are used for most insane dungeons
and provide great buffs for all your heroes.
DD is used as a tank and provides some
long-range damage. WL and GR are
snipers, used to kill heroes. WL also helps
protect your heroes from the magic tower
stuns.

I dropped Snowstorm on the bottom corner,
making sure it covered the 2 magic towers
and the nearby Minotaur (you may need to
wait for the Mino to move to the right). I
then dropped my heroes starting with DD,
and then dropped Ares Fervor. As soon as
PD procced once, i dropped Ares Frenzy
on my heroes. After a couple more
seconds, i dropped GA. It may take some
luck to have your heroes not split up, in
this early stage of the run, so they can
all be protected by GA.

Right after you drop GA on your heroes,
start dropping copters, slowly, one by
one, just ahead of your heroes. The
copters will pull enemy heroes outside of
the walls and distract them just before
your heroes reach that area, allowing
more time for your snipers to damage
and kill them. This also helps prevent
your heroes from engaging the enemy
heroes directly. Keep dropping copters
as your heroes move through the base.
If you've done it correctly, all of the 
enemy heroes should be dead when 
your heroes cross the halfway mark
through the base. Then your heroes
just need to clean up the remaining
towers, which should be easy if all or
most of your heroes have survived to
this point.

good luck

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