Insane Dungeon Strategy
This guide should help you through insane 4-10. I have not made time to
really explain what I know about insane 5-10, but I added a small section about
it at the end of this document.
Everybody has different heroes and there are tons of videos on youtube to
help you with spell choice and hero placement. If you want to save yourself
time (and gems), swallow your pride and watch those videos. Regardless of
your actual personnel, the videos usually demonstrate an ideal drop
location. The only exceptions for me involve the fact that I have a strong
Ghoulem. In some cases, I could tank with Ghoulem solo for a bit before
deploying my troops and spells, which is something you won't find in the
Know that I'm an f2p player, so I did everything without Minotaur and SM.
If you have Minotaur, you can still follow this guide, of course, but I
imagine your path to victory will be easier than mine.
If you are looking for good f2p insane videos, I highly recommend this set:
https://www.youtube.com/user/alfun/videos. If you analyze his heroes, they are nothing special, yet
he beat all the insane dungeons through 4-10. He will give you hope. Trust me!
Hero Crest Strategy
First and foremost, you do not need revive. When a hero dies and
then revives, he loses all of his buffs. An unbuffed hero is almost useless
in insane dungeons. Instead, damage dealers
should focus on damage-oriented crests, and buff-oriented heroes should
focus on revitalize and berserk.
Vital Buff Heroes
Quite literally, I advise you to use the first 2 heroes in every single
insane dungeon. You should also strongly consider bringing along Druid, who
turned out to be my difference maker on so many occasions.
For all of these heroes, revitalize and/or berserk is recommended.
- Pumpkin Duke - Obviously you need pd. 9/10 celebrate should be
your target. Revitalize and berserk are helpful.
- Cupid - Can you find an insane video that does not use Cupid?
Hardly any exist. When I first started on insane, I did not own Cupid and
was able to 3-flame insane 1-3, so there is hope if you lack Cupid. That
being said, if you have Cupid, use him!
- Druid - Yes, Druid! Druid has no cooldown, and his attack buff
is far more useful than you might realize. In fact, I recommend Druid not
because of his healing ability, but solely because of his attack buff.
Consider this: A druid with 6/10 skill adds a 28% attack buff for 5 seconds.
If you manage to stack 2 buffs (because of pd and Cupid), that becomes a 63%
attack buff! 2 stacks of Druid is almost as powerful as a 10/10 Cupid buff!
Given the choice between adding an extra damage dealer or using Druid, my
advice is to use Druid.
- Warlock - His buff is actually prevention of a debuff, which means
your pd is less likely to be stunned, which is kind of equivalent to getting
more buffs. I did not
own Warlock when I originally wrote this guide. I 3-flamed 4-10 with the
help of Druid. If you are lucky enough to own Warlock, there is a good
chance that you don't need Druid, and quite likely, your path through insane
will be smoother than mine.
Recommended Damage Dealers
Depending on the game mode, you might switch these heroes around, or perhaps
you don't own some of the heroes I've recommended, so you have to choose
others. The first 4 heroes are the ones I use the most often to complement
my buffing heroes above. Focus on damage talents, like wargod and bulwark.
The one thing every single hero has in common is the potential to kill enemy
heroes without directly engaging them. In insane dungeons, most enemies
can one-hit your heroes, even your double evolved heroes. Therefore,
damage dealers with no remote damage capability (like SK) don't do you much
- Dread Drake: His cooldown is relatively short and his proc generally hits (and stuns) heroes. Ever since rolling him and leveling him, he has never left my insane dungeon lineup.
- Ghoulem: On some levels, Ghoulem buys you a lot of time (mine is double evolved with 7/8 scorch), and his
immunity to magic towers is often a difference maker. On some maps, you can place heroes without being attacked by enemy heroes, but you get hit by tons of towers. Lead with Ghoulem and you can delay use of some, or even all of your spells. If you can get even one exta pd stack before casting Aries Frenzy, you will maximize your chance of scoring 100% on a base. I use Ghoulem in practically every dungeon, but sometimes I might take him out and use Santa Boom instead.
- Santa Boom: His proc is random and he has a long cooldown, but if
you get lucky, he can be the difference between success and failure. You only need to get lucky once. I highly recommend Santa.
- Reaper: He has no cooldown. When I first started doing insane, I did not recognize the power of Reaper and failed tons of times because I did not use him. If you take into account all of the buffs and reaper's lack of a cooldown, you might be surprised to discover that Reaper can easily be the difference that enables you to 100% a base. The reason why is, after your initial attack (where you often take out a stack of troops), if there aren't a lot of enemy heroes left (maybe 10-15 heroes), Reaper will kill many of them before they have a chance to engage your heroes. I saw a video where Reaper greatly contributed to this effect in insane 2-1, which is where I got the idea to use Reaper
frequently. If a base is densely loaded with heroes, the Reaper advantage is reduced, and Santa might make more sense. If you are lacking lots of great
heroes, you should consider double evolving Reaper. The main reason why my
Santa was ultimately better than my Reaper is because my Santa was double evolved and my Reaper was only single evolved. Bear in mind that in terms of
total remote damage to heroes, Reaper at 9/10 would do substantially more damage than
Warlock at 9/10 because Reaper would target 6 heroes compared to Warlock's 3. In fact, only Aries can compete with Reaper in terms of raw remote damage to heroes.
- Thunder God: A lot of f2p videos feature TG. I did not use TG because DD worked so well. TG has no cooldown, so the benefit of using him can be disproportionate, and may be worth your time to try. If you do not have DD, strongly consider using TG.
- Orksbane: He is immune to stuns, and therefore can prove useful. I beat some of dungeon 1 with him. That being said, I never used him beyond insane dungeon 2.
- Warlock: As mentioned previously, Warlock's stun prevention is incredible. The fact that he does good remote damage is just bonus. In fact, Warlock was my key to 3-flaming insane 2-1.
- Minotaur: If you have him, of course use him! I am f2p, so I can't!
- Spirit Mage: A lot of videos feature SM. He has no cooldown, so he's potentially very useful.
Other Damage Dealers
- Vlad: He damages buildings too efficiently, causing your pd to waste time looking for something to proc on. Vlad will help you 50% a base, but he might interfere with your goal of getting 100% on certain bases due to loss of pd stacks. That being said, if you don't have Ghoulem, you should strongly consider using Vlad, because to be honest, 50% on an insane dungeon is usually the only result that you want. Furthermore, if you've already double evolved Vlad, it would probably be a waste not to use him.
- Skull Knight: He doesn't work well because he can't remotely kill anything. You will be surprised how easily he gets stunned and gets quickly killed while stunned.
- Aries: He does great damage, but his cooldown takes too long. In truth, I did use him to 100% insane 1-3, but in general, his cooldown limits his effectiveness.
- Immortep: If you are really hurting for AOE damage dealers, consider Immortep. If you are a truly terrible gem roller or have
an unusually strong Immortep, he is actually a viable hero for insane dungeons.
Heroes that might be helpful, but I have no idea becase I don't have them or haven't tried them
- Valentina: She has the potential to buff energy significantly better than Cupid. At a high level, she might be better to use than Cupid because using her might result in one extra attack buff from both Druid and PD. Or in
an extreme case, you could use her as a 4th buffer and rely on only 2 damage heroes. If you did this, adding Vlad with sprint might produce a useful result!
- Siren: At high skill levels, she hits a lot of enemies and increases
their damage taken. She might be surprisingly useful, but I've never seen a video that features her.
- Death Knight: I don't have DK, but in theory, his proc will protect your teams from being stunned. This might be a big deal.
- Beast Tamer: His proc has a Siren-like effect of causing enemies to
take more damage. This is buff-like, and might be helpful. However, I bet better options exist.
This should be obvious, but for the record, you should always use these 3 spells:
Depending on the map, you might additionally choose between these two:
If using Meteor, always cast Meteor first to start your battle.
- Aries Frenzy
- Guardian Angel
General Attack Technique
Your goal is to maximize the number of pd and Druid stacks. That's by far
the most important goal. My goal is to share some subtleties that may
improve your technique.
Deploy pd before Cupid
The one thing you want to avoid is Cupid's first proc occurring before pd's first proc. For example, if pd's energy is at 80 and Cupid procs, you've just wasted a bunch of energy. Time your deployment so that Cupid procs shortly after pd's first proc. The timing will be affected by your levels of revitalize.
Delay use of Guardian Angel as late as possible
Quite a few videos feature the casting of Guardian Angel and Aries Frenzy
at the same spot to begin a battle, then the heroes are deployed. Sometimes
you have to do this (insane 4-10 is a good example), but it is often a
mistake. If you use snowstorm
correctly or have an awesome tank that can handle tower damage, you can
avoid the initial use of Guardian Angel so you can use it later.
Use Snowstorm to make it easy to delay using Guardian Angel
Your first move will usually be to cast Snowstorm such that no enemies can
attack you and all nearby magic towers are frozen. You then deploy your
heroes and try to build up pd stacks.
If possible, delay use of Aries Frenzy
If you happen to have an awesome tank (I use double evolved Ghoulem), you
can lead with snowstorm, deploy your tank, then deploy the rest of your heroes.
Wait a few seconds, then cast Aries Frenzy. Why does this help? What we
are trying to do is minimize the damage we do initially so that we kill things
slower, leading to more efficient PD stacks. If you cast Aries Frenzy right
away, you will be doing more damage than you need to start the battle.
Snowstorm lasts 15 seconds. You can afford to delay Aries Frenzy for a little
bit. Ideally, pd will get 1, possibly even two stacks going before you
cast Aries Frenzy. This buys you just enough time to possibly get that extra
PD and Druid stack that enables you to beat the level.
Cast Guardian Angel after you break through the snowstorm
The time limit for Guardian Angel for each hero begins when the hero gets
exposed to it. If you know your heroes are going to run a certain direction,
rather than cast Guardian Angel right on top of your heroes, you can place it
where the heroes are headed. This might buy you an extra second of
invincibility that you might not have gotten otherwise, and eliminates the
difficulty of timing Guardian Angel perfectly.
As a desperate measure, tank with pd using Guardian Angel
This technique is recommended for insane 4-10, and can be used in a fair
number of other levels. Tanking with pd is beneficial because he gains
energy when other heroes hit him. If you can get 2-3 enemy heroes hitting
pd, you can get 1 extra pd stack pretty easily.
Kill a tower or two with Ghoulem before casting any spells
On some levels, you can literally solo with Ghoulem for a while to kill some towers. Well, at least I could because my Ghoulem was double evolved. This
technique makes a significant difference.
Insane 4-7 is a good example where Ghoulem
can destroy a magic tower by himself before attracting any attention from
What is worth 3-flaming?
- Obviously 1-3 to get Blitz Scroll, which you will likely put on pd. 1-3 is not very difficult because of all the walls, which allows you to gain pd stacks.
- 1-10 is easy to 3-flame and will be your main sweep level for quite some time.
- 2-1 is hard to 3-flame, but of course you want the goblet artifact. I advise that you 3-flame 4-10 before you work on 2-1.
- 2-10 isn't that tough, so go ahead and 3-flame it for the sweeps
- 3-10 is harder to 3-flame. I didn't bother trying.
- 4-10 is everybody's goal. A sweep is worth more than 110K experience and
a chance of 88 shards. You get here, and you'll find that dungeons are actually a better source of shards and experience than HBM T!
How I beat 4-10 (and most of dungeons 2-1 through 4-10)
- Double evolved Santa, level 160, axe of strife, 4/8 wargod and level 3 bulwark crests
- Single evolved DD, level 160, axe of strife, 1/5 englighten with level 3 wargod crests
- Double evolved Ghoulem, level 171, axe of strife, 7/8 scorch and level 3 wargod crests
- Single evolved Druid, level 160, dodge artifact, 5/8 revive and level 3 berserk crests
- Single evolved pd, level 140, blitz scroll, 5/8 revive and level 3 revitalize crests
- Single evolved Cupid, level 137, dodge artifact, 5/8 berserk and level 3 revitalize crests
How I 3-flamed 2-1
I did this many months after I 3-flamed 4-10. I finally did it because I
rolled Warlock and leveled him up to about level 195 (not evolved). My team
was ridiculously strong at this point, as follows:
I dropped in the southmost corner (every video does this) and did not use copters. The order of steps were as follows:
- Devo 9/10 Ghoulem (level 180)
- Devo 8/10 Reaper (level 180)
- Devo 7/10 Dread Drake (level 180)
- Evo 9/10 pd (level 160) using blitz scroll
- Evo 9/10 Cupid (level 140)
- 7/10 Warlock (level 195)
I beat it so easily it was kind of surprising. Warlock truly made all the
difference. I bet with a weaker team, I could've won if I had rolled
Warlock earlier. I only lost one hero (DD), and he was killed by the
last standing enemy hero. In other words, I almost won with no loss.
Obviously you should use minotaur if you have him, but I've proven that
Warlock is enough. I have a feeling I will need Warlock to beat insane 5.
- Cast snowstorm in the south corner. Should cover two magic towers and as well as minotaur.
- Drop Ghoulem first, followed by everybody else.
- Wait for a while, then cast Aries Frenzy.
- Cast Guardian Angel, placing it not on top of my heroes, but where they were headed.
- Finally cast Aries Fervor. Didn't want to cast it too early because I wanted to rack up pd buffs.
Insane Dungeon 5
Conceptually, the key to insane 5 is to understand that there are lots of
autoproc enemy heroes on defense, which changes your offense. The biggest
change is that DD causes autoproc enemies to respond, so I actually avoided
him through all of insane 5.
Heroes I used to beat insane 5 included the following:
Noticeably, I did not use Warlock, Druid, or DD at all.
- Ghoulem (devo 9/10)
- PD (evo, 10/10 skill to clear 5-10)
- Cupid (evo 9/10)
- Valentina (evo 9/10)
- Thunder God (devo 7/10. He is absolutely necessary for f2p players due to no cooldown. 3/8 wargod is sufficient. Do not question this. Devo is a must and honestly pretty darn cheap due to low shard cost)
- Santa (devo 8/10)
- Reaper (devo 9/10. Used primarily for 5-10, but I used him in one other dungeon)
- Phantom King (evo 5/10. Seriously? Yes, I got desperate. I beat 5-8 and/or 5-9 with PK. If you own SM, you won't need PK)
- Skull Knight (devo 7/10. Sometimes I used him to help me tank SK)
- Vlad (evo 5/10. Not sure if I used him, but I think I used him in 5-1 only)
My standard attack used Ghoulem, PD, Valentina, TG, Santa, and Cupid.
The combo of Val / PD / TG leads to lots of TG procs, which is the key to
beating quite a few dungeons. TG hits hard without causing too many
autoproc heroes to respond. That's why he is so useful.
Advice for the levels where you need to tank SK
- Do not use Celestin - you do not want to debuff the SK!
- Heavy blow crests on Cupid and Valentina may help you permafreeze SK
without having to cast Guardian Angel. With some luck, you can avoid having to
use your SK with this technique. This is especially helpful in 5-10.
- You will see this in videos, but the correct technique often involves
dropping Ghoulem (or your tank of choice), waiting for SK to come out, then
quickly casting snowstorm to freeze the magic towers and surrounding heroes.
With SK isolated, you rack up your PD stacks to achieve eventual victory.
You generally cast Guardian Angel after you blow through his SK.