What's a good strategy for Endurance in Gemcraft Labyrinth?

I was one of the first people to beat endurance mode (level 1337) on Armor Games' leaderboards. It's not that hard once you have it set up right.

I'll re-paste the mini-guide I posted on JIG here:

The first key is to get a gem that is Yellow-Orange-Lime... in a trap. 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 second key is to use Giants Only and summon as many as you can handle each wave while you're still setting up. For me, it was 1 gem grade per 10 waves, so 1-10 is a grade 1 gem, 11-20 is grade 2, etc. You make a huge profit by doing this, since the giants are worth so much per kill. Do not summon after 160 or so, since the natural HP of the creeps quickly starts to climb to 3.33 billion. The nice thing about this is that the max natural creep HP stays at 3.33 billion for the rest of the game.

Other important tips:

  • Put a blue/purple trap before your YOL trap until you're comfortable that your YOL can kill anything (grade 20-21 or so).
  • Remember: Don't summon after round 160 or so. You've been warned.
  • Get your amulets done early on in the battle. 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.

I did this for the first time on H11, and ended up with a total multiplier of 7583.


When I play all armored endurance, I get 3 areas set up: 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. (ex. mix a lime 2 with blue 2, making a l3, mix with an orange3 to make a OLB4. This chain hits mana gain while holding them there for a while. It will not do much damage later on, but that's not it's main function (to gather mana).

The Killzone: a line of towers with amps on both sides. the gems are yellow x with lime (x-1) (ex yellow 3 with a lime 2). They do high damage (with the multiplier) to several monsters at once (with chain). Place this far enough away from the mana farm that upgraded levels won't fire into your farm.

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. 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. I have had wave 1000+ groups summoned with a lvl20 gem hit the wall and burn up before getting past the first trap.

Why traps for the farm and wall? They give much higher special bonus.

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. 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.

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).