Welcome to UTD Tools (Beta). Explore the new simulators in Tools.

Endless Mode (Infinite) – UTD Guide (Scaling, Milestones, Farming, Team Builds)

Infinite survival mode focused on scaling and milestones.

Table of contents

Endless Mode (often called Infinite Mode) is UTD’s long-run survival format: waves continue until your base falls. Unlike Story Mode’s fixed length, Endless is about scaling—building economy efficiently, converting it into damage at the right time, and using control + synergy to survive when enemy HP ramps.

This guide explains how Endless works, what it’s best for, and how to build consistent farming runs or higher-wave pushes.


Unlock & Entry Requirements

Endless Mode is typically unlocked through Story progression (and sometimes a minimum player level, depending on the patch). In many versions, an “Infinite” option appears on Story maps after you clear that map once.

Recommended readiness:

  • One dependable carry you can upgrade into a strong mid-run state.
  • A basic economy plan (farm unit if you have it; otherwise tight early spending).
  • One unit that can handle air (or a flexible hybrid attacker).

If you keep failing at the same wave range, you’ve hit a scaling wall—Endless punishes weak ramp, poor upgrade pacing, or missing roles.


Gameplay Rules & Loop

What Endless is

  • Waves continue past normal act caps.
  • Enemy pressure increases over time (HP, density, speed, tank waves).
  • Runs end when leaks reduce base HP to zero.

The core loop

  1. Stabilize early with minimal spending.
  2. Build income (farm upgrades or efficient kills).
  3. Max a main carry first (your “anchor”).
  4. Add control + buff/debuff layers to extend time-on-target.
  5. Choose: farm consistently (repeatable wave target) or push (riskier, higher peak).

Why scaling matters

Endless rarely ends because you “forgot one upgrade.” It ends when your team’s growth curve can’t keep up. High-wave success usually comes from stacking multipliers (buff/debuff uptime, traits, relic sets) and buying time (slow/stun).


Rewards

Endless rewards are often tied to time and waves completed:

  • Great for unit leveling (steady unit EXP).
  • Useful for stress-testing builds (traits/relics/supports under pressure).
  • Decent for long-session farming if you can reach a stable wave range reliably.

Not ideal for: short-session efficiency or gem-only speed farming (Story farms can be faster per minute).


Difficulty & Scaling Notes

Endless doesn’t feel like Story’s “Easy/Hard/Nightmare.” Instead:

  • The map defines starting pressure.
  • The wave ramp becomes the real difficulty.

If you have a difficulty % slider:

  • For farming, pick a setting you can clear without heavy micro.
  • For pushing, raise it only if you can survive early and still scale late.

Avoid inventing exact multipliers. Treat unknown values as TBD and track your own breakpoints.


Strategy

Early Game Setup (Waves 1–10)

Goal: survive cheaply while enabling economy.

  • Place economy early (farm unit if available).
  • Start with one efficient defender in a long-coverage position.
  • Upgrade only enough to stop leaks; don’t overbuy early.
  • Watch for air spawns and prepare anti-air before it becomes lethal.

Mid Game Transition (Waves 11–25)

Most runs die here due to poor conversion.

  • Stop investing in economy at the right time; then commit to maxing one carry.
  • Add control once enemies slip (slow/stun is “extra DPS time”).
  • Add a second DPS only after your carry is online.

Decision rule: leaks in groups → AoE/control; leaks on tanks → single-target + debuffs/buffs.

Late Game Execution (Wave 25+)

  • Layer buffs + debuffs to multiply carry damage.
  • Keep a cash reserve for emergencies and repositioning.
  • For farming, decide a cash-out wave and repeat it consistently.

Team Building

New Player Loadout (4 Slots)

  1. Economy/Farm (or replace with cheap DPS if no farm unit)
  2. Primary Carry (reliable uptime preferred)
  3. Wave Clear (AoE)
  4. Control/Utility (slow/stun) or Air Coverage

Principle: one carry + one clear + one support + economy.

Advanced Player Blueprint (6 Slots)

  1. Farm/Economy
  2. Main scaling carry
  3. Secondary DPS (burst or AoE)
  4. Buffer (range/attack speed/cooldown aura)
  5. Debuffer (damage taken increase / shred / vulnerability)
  6. Hard control (stun/time-stop/slow) or flex tech slot

Trait/relic priorities:

  • Carries: damage, attack speed, uptime/synergy traits.
  • Supports: cooldown/range to improve coverage.
  • Relics: set bonuses that multiply output beat tiny flat stats.

Common Mistakes and Fixes

  • Over-greeding economy → early wipe
    Fix: only buy economy upgrades you can defend behind.
  • No air plan
    Fix: include at least one air-capable option on maps with flying spawns.
  • Upgrading everything evenly
    Fix: max one carry first, then build layers around it.
  • No control
    Fix: add slow/stun once enemies slip; time-on-target matters.
  • Always pushing past your stable wave
    Fix: pick a repeatable cash-out wave for farming.

Advanced Optimization Tips

  • Track your “wall” wave and optimize specifically for that breakpoint.
  • Improve placement for path uptime (corners and long straights).
  • In co-op, assign roles (buffer/debuffer/control) instead of duplicating pure DPS.

Calculator Shortcuts

  • DPS Calculator: compare carries and trait/relic changes.
  • Mode Fit: estimate TTK using your own checkpoint assumptions (manual input).
  • Upgrade Planner: compare “max carry” vs “two mid carries.”
  • Team Validator: ensure role coverage (air, control, buff, debuff).

FAQ

Q1: Is Endless better than Story for farming?
A: Story can be faster for quick gem loops, while Endless is strong for unit EXP and stress testing.

Q2: Why do I always lose around the same wave?
A: That’s your scaling breakpoint—usually missing control, buff/debuff layers, or a carry that scales well.

Q3: Do I need a farm unit?
A: It helps a lot, but strong early efficiency and good upgrade pacing can work without it.

Q4: What matters most after the main carry?
A: Control + debuffs. Endless is frequently a time problem: you need more time on target.

Q5: Why does calculator DPS differ from in-game?
A: Targeting, range downtime, and buff/debuff uptime change real outcomes. Use calculators for comparisons, not perfect predictions.