To achieve a flawless Heroic clear on End of Doom in Fieldrunners 2 for iPad for iPad without using items, calling airstrikes, or selling towers, construct a centralized serpentine maze to control ground pacing and position dedicated anti-air coverage along the diagonal flight path before Round 70. Strict spending discipline keeps cash reserves high throughout all 70 rounds, leaving more than $400 in surplus gold upon completion.
Tower Roles and Placement Rules
A zero-sell run requires permanent placements from the moment a tower drops. Every unit must contribute either structural pathing or sustained damage through the final wave.
- Gatling Tower: Establishes the foundational maze walls at low cost and provides early single-target attrition.
- Glue Tower: Anchors bends and turns to double target exposure in primary splash zones.
- Mortar or Missile Tower: Placed centrally behind maze corridors to shell clustered ground units across multiple paths.
- Plasma or Heavy Energy Tower: Provides high single-target damage against late-game armored vehicles and boss mechs.
- Anti-Air Tower: Intercepts aerial units that bypass ground corridors entirely.
Wave Progression and Build Priority
Begin by outlining pathing with unupgraded towers before investing in expensive damage tiers. Delaying major upgrades until unit density demands them prevents early economic strain.
| Combat Phase | Primary Threat Focus | Defensive Allocation |
|---|---|---|
| Rounds 1–20 | Scouts, standard infantry | Base Gatling maze outline, entry Glue Tower |
| Rounds 21–45 | Armored vehicles, dense swarms | Central Mortar or Missile, second Glue zone |
| Rounds 46–65 | Heavy mechs, armored trains | Plasma or Heavy Energy upgrades, continuous slow coverage |
| Rounds 66–70 | Boss units, lone Round 70 helicopter | Pre-upgraded Anti-Air coverage along flight trajectory |
Early Maze Setup (Rounds 1–20)
Map out a zigzag corridor through the center of the field using level-one Gatling towers. Avoid early upgrades to single barrels; your priority is lengthening the walking distance of incoming runners across open ground. Place a Glue Tower at the first interior turn to bunch incoming infantry together before they reach your exit.
Mid-Game Splash and Slow Staggering (Rounds 21–55)
As armored vehicles and compact crowds arrive, transition your damage output to long-range area-of-effect towers:
- Place Mortar or Missile towers in the interior core of your layout so their firing radius covers both incoming and outgoing path segments.
- Space secondary Glue towers along the path so enemies entering a new corridor segment are slowed again before recovering top movement speed.
- Upgrade interior splash artillery to tier two to reliably clear crowds before they escape overlapping fields of fire.
Late-Stage Armor Defense (Rounds 56–65)
Incorporate Plasma or Heavy Energy towers along high-traffic central turns. These towers melt heavy mechs and boss armor that survive perimeter artillery shelling. Only upgrade towers when ground density threatens to push past your central kill zone.
Countering the Round 70 Helicopter
The main failure point on End of Doom Heroic is the helicopter wave on Round 70. Fliers ignore ground maze walls and travel in a straight line from their spawn point directly toward the exit portal. Relying solely on ground-oriented towers or anti-air placed deep inside the maze will allow the aircraft to leak.
- Track the Aerial Path: Observe the straight diagonal route fliers take across the upper airspace toward your goal.
- Pre-position Anti-Air: Station dedicated anti-air or tracking missile towers directly beneath this direct line of flight well before Round 69 concludes.
- Upgrade Before Round 70: Raise your dedicated anti-air towers to maximum effective range so their firing envelopes overlap the incoming helicopter's flight path.
- Maintain Boss Focus: Keep ground-targeting plasma towers focused on the ground bosses while your elevated defenses eliminate the helicopter.
Intercepting the aircraft early along its diagonal approach guarantees a 20-heart clear without relying on emergency items or airstrikes.
Managing the Surplus Economy
Preserving gold requires avoiding panic spending:
- Do not purchase level-three upgrades on auxiliary perimeter walls that see minimal contact.
- Never sell towers to correct minor layout errors, as the resale penalty permanently reduces your banked gold.
- Rely on maze length and staggered slow zones to maximize damage per coin spent.
Following this pathing and upgrade discipline reliably defeats all 70 waves and finishes End of Doom on Heroic with over $400 in unspent gold.
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Player Comments
154 players commented on this guide.
The tips are practical and easy to follow.
This guide answered the exact question I had.
Nice guide. I am checking the other Fieldrunners 2 for iPad articles next.
Good guide for Fieldrunners 2 for iPad players. The heroes part was useful.