To reach Round 200 on Lavaflow Endless in Fieldrunners 2 for iPad for iPad, construct a multi-loop serpentine maze that forces ground waves across the maximum possible travel distance while layering slowing towers with high-tier area-of-effect damage. Because enemy health scales dramatically into late waves, single-target basic towers fall off, making continuous crowd control and path manipulation essential for clearing late-game swarms and bosses.
Building the Core Maze on Lavaflow
Lavaflow features open ground punctuated by natural environmental obstacles like rock formations and lava vents. Use cheap Tier 1 towers during the earliest rounds to connect these obstacles into horizontal corridors, forcing runners to traverse the map multiple times before reaching the exit.
- Keep corridors one tile wide: Maintain strictly single-grid lanes. Wider lanes let fast runners and shielded enemies move side by side, reducing the efficiency of splash damage.
- Preserve an open exit route: Never seal off the active path before opening an alternate route. Ground units with no valid exit will attack towers directly to break through the maze.
- Maximize hairpin turns: Bend paths back toward existing defenses so that towers cover enemy columns through multiple segments of their journey.
Essential Tower Roles and Placement
Endless waves past Round 100 combine durable armored units with fast runners trailing behind them. Clear these waves by distributing towers according to their mechanical functions.
| Tower Role | Tower Types | Tactical Function | Recommended Placement |
|---|---|---|---|
| Crowd Control | Glue Tower, Ice Tower | Decelerates columns so area damage can connect | Bends, choke points, and maze entrances |
| Area Denial | Flamethrower, Hive Tower | Inflicts sustained damage over time on packed groups | Along straight horizontal corridors |
| Heavy Armor Shred | Plasma Tower, Spark Tower | Deals concentrated burst damage to high-health targets | Central junctions covering multiple lanes |
| Long-Range Artillery | Mortar Tower | Weakens incoming clusters before they enter kill zones | Central positions with wide map coverage |
Overlapping slowing fields is critical. If runners escape slow effects after Round 120, their baseline speed lets them bypass splash corridors before artillery shells land.
Mid-Game Upgrading Cadence
Expanding the maze footprint too far without upgrading leaves your damage output inadequate, while over-upgrading single towers early leaves gaps in your pathing. Balance your budget across three primary phases:
- Rounds 1–30 (Layout Foundation): Place basic Tier 1 towers to establish an S-curve path that loops across the field at least four times.
- Rounds 31–70 (Core Choke Points): Upgrade central slowing units and splash towers to Tier 2 and Tier 3 at hairpin turns where firing arcs cover multiple lanes.
- Rounds 71–100 (Secondary Loops): Upgrade perimeter towers to catch fast stragglers that survive the primary kill zones.
Upgrading an existing tower at an interior corner delivers greater value than placing a new Tier 1 tower on an outer edge because the corner tower attacks runners twice along their route.
Countering Mixed Waves and Bosses
Mixed waves after Round 100 pair heavily armored leaders with high-velocity light units directly behind them. To prevent heavy units from absorbing all damage while sprinters escape, place Glue or Ice Towers near the entrance of the maze. Stacking slows at the front compresses the wave, forcing runners to take damage alongside armored targets under Mortar fire.
For high-health boss encounters approaching Round 200, use dynamic path flipping:
- Allow the boss to walk through your main gauntlet toward the exit.
- When the boss nears the end of the maze, sell a cheap blocking tower near the exit and immediately place a new tower at the entrance to close that route.
- The pathing system will recalculate, forcing the boss to turn around and walk backward through your Tier 3 Plasma and Spark defenses toward the newly opened lane.
Selling and rebuilding incurs a coin penalty, so preserve an emergency cash reserve starting around Round 140 to fund path adjustments when boss health pools threaten to overwhelm your static defenses.
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Player Comments
136 players commented on this guide.
I tried this today and it worked better than my old setup.
I wish I had read this before upgrading the wrong thing.
This saved me time in the early game.
Can you add more details about base building in a future update?