To survive past round 700 in Grasslands Endless mode, set the game to Easy difficulty, build an edge-to-edge serpentine maze using basic towers, and concentrate your slow, splash, and anti-air weapons along central corridors. The run strategy originates from a full-length playthrough tested specifically on the Steam release for Windows; its direct balance translation to iPad is unverified in the source material, but the fundamental mazing and crowd-control mechanics remain central to endurance survival.
Setup Conditions and Run Parameters
Reaching round 700 requires lowering enemy health scaling by selecting Easy difficulty. Higher difficulties accelerate enemy speed and scale health pools beyond the damage output of late-game tower grids.
| Parameter | Run Setting | Tactical Purpose |
|---|---|---|
| Difficulty | Easy | Minimizes enemy health and speed scaling to sustain damage output |
| Map | Grasslands | Provides an open field required for full-grid custom mazing |
| Target Milestone | Round 700+ | Requires full spatial efficiency, heavy splash fire, and late-wave juggling |
| Early Health Goal | Zero leaks | Preserves lives while directing all starting cash into maze construction |
Early leaks must be avoided completely. Because weapon upgrades become progressively more expensive, early income must fund both maze length and basic damage coverage without sacrificing your life pool.
Constructing the Serpentine Maze
The open layout of Grasslands requires you to dictate creep pathing manually. Creeps enter from the left and attempt to walk straight toward the right exit. You must force them into an elongated S-shaped route that covers the full grid.
- Lay out alternating horizontal corridors separated by single-tile walls.
- Use level-one Gatling towers to map out the entire boundary and turn points. Gatling towers have the lowest deployment cost, making them the most cost-effective structural wall.
- Keep structural boundary towers at level one during early waves. Do not invest in upgrading wall towers until your pathing network is complete.
- Direct creeps to the outer edges of the map before forcing a 180-degree turn into the next parallel lane.
Extending the path across the entire map ensures creeps spend maximum transit time inside your firing range.
Tower Roles and Positioning Priorities
Sustaining damage across hundreds of rounds requires continuous slow effects layered beneath long-range explosive and energy weapons. Single-target basic damage falls off in late waves.
- Goo Towers: Place Goo towers at every hairpin turn. Slowing creeps as they round corners prevents fast runners from separating from the group and compresses waves into dense clusters.
- Mortar Towers: Position Mortar batteries in central corridors. Their long range and wide area of effect allow them to shell clustered groups moving across multiple parallel lanes.
- Tesla Towers: Place Tesla towers near heavy choke points. Their chaining energy damage strips armor from heavy units that survive initial artillery barrages.
- Missile Towers: Upgrade Missile towers in central positions to cover both ground lanes and straight-line aerial flight paths.
- Utility Upgrades: Prioritize upgrading the slow radius and strength of Goo towers before sinking gold into outer wall damage.
Countering Air Waves and Armored Creeps
Air units bypass your maze entirely, moving in a direct line from the entrance to the exit. Because maze pathing cannot delay them, your defense against aircraft depends strictly on central range and high burst damage. Keep fully upgraded Missile towers clustered near the center of the map to ensure continuous tracking fire before aircraft cross the midpoint.
Armored ground units absorb significant area damage, which can allow fast runners trailing behind them to escape unharmed. Overlap the firing arcs of central Tesla towers with Mortar batteries so high single-target pierce strips heavy armor while residual splash clears trailing swarms.
Late-Wave Path Juggling
Past round 600, boss waves and surges of fast runners will occasionally survive the full length of the maze. When enemies approach the exit, use path juggling to reset their movement:
- Leave an alternate opening near the beginning of your maze structure.
- Place a single blocking tower in the active exit lane to seal the current path.
- Observe enemy pathfinding redirect immediately toward the newly opened path, forcing creeps to turn around and walk backward through your central kill zone.
- Sell or remove the blocking tower once the threats re-enter the central firing grid to redirect them toward the exit again.
Juggling incurs economic penalties through tower resale losses. Maintain a reserve of gold in late waves and reserve juggling for emergency intervention during high-round boss spikes.
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Can you add more details about strategy in a future update?
This guide answered the exact question I had.
The tips are practical and easy to follow.
The explanation is clear, especially for beginners.